diff options
Diffstat (limited to 'libs/assimp/tools/assimp_view/Shaders.cpp')
-rw-r--r-- | libs/assimp/tools/assimp_view/Shaders.cpp | 1397 |
1 files changed, 0 insertions, 1397 deletions
diff --git a/libs/assimp/tools/assimp_view/Shaders.cpp b/libs/assimp/tools/assimp_view/Shaders.cpp deleted file mode 100644 index 9fd05ca..0000000 --- a/libs/assimp/tools/assimp_view/Shaders.cpp +++ /dev/null @@ -1,1397 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -#include "assimp_view.h" - -namespace AssimpView { - -// ------------------------------------------------------------------------------------------------ -std::string g_szNormalsShader = std::string( - - // World * View * Projection matrix\n" - // NOTE: Assume that the material uses a WorldViewProjection matrix\n" - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - "float4 OUTPUT_COLOR;\n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "// Position\n" - "float3 Position : POSITION;\n" - "};\n" - - // Vertex shader output structure for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "};\n" - - // Vertex shader output structure for FixedFunction usage - "struct VS_OUTPUT_FF\n" - "{\n" - "float4 Position : POSITION;\n" - "float4 Color : COLOR;\n" - "};\n" - - // Vertex shader for rendering normals using pixel shader - "VS_OUTPUT RenderNormalsVS(VS_INPUT IN)\n" - "{\n" - "// Initialize the output structure with zero\n" - "VS_OUTPUT Out = (VS_OUTPUT)0;\n" - - "// Multiply with the WorldViewProjection matrix\n" - "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - - "return Out;\n" - "}\n" - - // Vertex shader for rendering normals using fixed function pipeline - "VS_OUTPUT_FF RenderNormalsVS_FF(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT_FF Out;\n" - "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - "Out.Color = OUTPUT_COLOR;\n" - "return Out;\n" - "}\n" - - // Pixel shader - "float4 RenderNormalsPS() : COLOR\n" - "{\n" - "return OUTPUT_COLOR;\n" - "}\n" - - // Technique for the normal rendering effect (ps_2_0) - "technique RenderNormals\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_2_0 RenderNormalsPS();\n" - "VertexShader = compile vs_2_0 RenderNormalsVS();\n" - "}\n" - "};\n" - - // Technique for the normal rendering effect (fixed function) - "technique RenderNormals_FF\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "VertexShader = compile vs_2_0 RenderNormalsVS_FF();\n" - "ColorOp[0] = SelectArg1;\n" - "ColorArg0[0] = Diffuse;\n" - "AlphaOp[0] = SelectArg1;\n" - "AlphaArg0[0] = Diffuse;\n" - "}\n" - "};\n"); - -// ------------------------------------------------------------------------------------------------ -std::string g_szSkyboxShader = std::string( - - // Sampler and texture for the skybox - "textureCUBE lw_tex_envmap;\n" - "samplerCUBE EnvironmentMapSampler = sampler_state\n" - "{\n" - "Texture = (lw_tex_envmap);\n" - "AddressU = CLAMP;\n" - "AddressV = CLAMP;\n" - "AddressW = CLAMP;\n" - - "MAGFILTER = linear;\n" - "MINFILTER = linear;\n" - "};\n" - - // World * View * Projection matrix\n" - // NOTE: Assume that the material uses a WorldViewProjection matrix\n" - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "float3 Position : POSITION;\n" - "float3 Texture0 : TEXCOORD0;\n" - "};\n" - - // Vertex shader output structure - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float3 Texture0 : TEXCOORD0;\n" - "};\n" - - // Vertex shader - "VS_OUTPUT RenderSkyBoxVS(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out;\n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - - // Set z to w to ensure z becomes 1.0 after the division through w occurs - "Out.Position.z = Out.Position.w;\n" - - // Simply pass through texture coordinates - "Out.Texture0 = IN.Texture0;\n" - - "return Out;\n" - "}\n" - - // Pixel shader - "float4 RenderSkyBoxPS(float3 Texture0 : TEXCOORD0) : COLOR\n" - "{\n" - // Lookup the skybox texture - "return texCUBE(EnvironmentMapSampler,Texture0) ;\n" - "}\n" - - // Technique for the skybox shader (ps_2_0) - "technique RenderSkyBox\n" - "{\n" - "pass p0\n" - "{\n" - "ZWriteEnable = FALSE;\n" - "FogEnable = FALSE;\n" - "CullMode = NONE;\n" - - "PixelShader = compile ps_2_0 RenderSkyBoxPS();\n" - "VertexShader = compile vs_2_0 RenderSkyBoxVS();\n" - "}\n" - "};\n" - - // -------------- same for static background image ----------------- - "texture TEXTURE_2D;\n" - "sampler TEXTURE_SAMPLER = sampler_state\n" - "{\n" - "Texture = (TEXTURE_2D);\n" - "};\n" - - "struct VS_OUTPUT2\n" - "{\n" - "float4 Position : POSITION;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "};\n" - - "VS_OUTPUT2 RenderImageVS(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" - "{\n" - "VS_OUTPUT2 Out;\n" - - "Out.Position.xy = INPosition.xy;\n" - "Out.Position.z = Out.Position.w = 1.0f;\n" - "Out.TexCoord0 = INTexCoord0;\n" - - "return Out;\n" - "}\n" - - "float4 RenderImagePS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - "return tex2D(TEXTURE_SAMPLER,IN);\n" - "}\n" - - // Technique for the background image shader (ps_2_0) - "technique RenderImage2D\n" - "{\n" - "pass p0\n" - "{\n" - "ZWriteEnable = FALSE;\n" - "FogEnable = FALSE;\n" - "CullMode = NONE;\n" - - "PixelShader = compile ps_2_0 RenderImagePS();\n" - "VertexShader = compile vs_2_0 RenderImageVS();\n" - "}\n" - "};\n"); - -std::string g_szDefaultShader = std::string( - - // World * View * Projection matrix - // NOTE: Assume that the material uses a WorldViewProjection matrix - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - "float4x4 World : WORLD;\n" - "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" - - // light colors - "float3 afLightColor[5];\n" - // light direction - "float3 afLightDir[5];\n" - - // position of the camera in worldspace\n" - "float3 vCameraPos : CAMERAPOSITION;\n" - - // Bone matrices - // "#ifdef AV_SKINNING \n" - "float4x3 gBoneMatrix[60]; \n" - // "#endif // AV_SKINNING \n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "float3 Position : POSITION;\n" - "float3 Normal : NORMAL;\n" - // "#ifdef AV_SKINNING \n" - "float4 BlendIndices : BLENDINDICES;\n" - "float4 BlendWeights : BLENDWEIGHT;\n" - // "#endif // AV_SKINNING \n" - "};\n" - - // Vertex shader output structure for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float3 ViewDir : TEXCOORD0;\n" - "float3 Normal : TEXCOORD1;\n" - "};\n" - - // Vertex shader output structure for fixed function - "struct VS_OUTPUT_FF\n" - "{\n" - "float4 Position : POSITION;\n" - "float4 Color : COLOR;\n" - "};\n" - - // Vertex shader for pixel shader usage - "VS_OUTPUT DefaultVShader(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out;\n" - - // "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - // "#else \n" - // "float3 objPos = IN.Position; \n" - // "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" - "Out.ViewDir = vCameraPos - WorldPos;\n" - "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" - - "return Out;\n" - "}\n" - - // Vertex shader for fixed function pipeline - "VS_OUTPUT_FF DefaultVShader_FF(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT_FF Out;\n" - - // "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - // "#else \n" - // "float3 objPos = IN.Position; \n" - // "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - - "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n" - - // per-vertex lighting. We simply assume light colors of unused lights to be black - "Out.Color = float4( 0.2f, 0.2f, 0.2f, 1.0f); \n" - "for( int a = 0; a < 2; a++)\n" - " Out.Color.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n" - "return Out;\n" - "}\n" - - // Pixel shader for one light - "float4 DefaultPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "float fHalfLambert = L1*L1;\n" - "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" - "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,ViewDir),9));\n" - "}\n" - "return OUT;\n" - "}\n" - - // Pixel shader for two lights - "float4 DefaultPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (ViewDir,Normal);\n" - "float fHalfLambert = L1*L1;\n" - "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" - "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[0]),9));\n" - "}\n" - "{\n" - "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (ViewDir,Normal);\n" - "float fHalfLambert = L1*L1;\n" - "OUT.rgb += afLightColor[1] * (fHalfLambert +\n" - "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[1]),9));\n" - "}\n" - "return OUT;\n" - "}\n" - // ---------------------------------------------------------------------------- - "float4 DefaultPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]);\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "OUT.rgb += afLightColor[0] * ((L1) +\n" - "pow(dot(Reflect,ViewDir),9));\n" - "}\n" - - "return OUT;\n" - "}\n" - // ---------------------------------------------------------------------------- - "float4 DefaultPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]);\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "OUT.rgb += afLightColor[0] * ((L1) +\n" - "pow(dot(Reflect,ViewDir),9));\n" - "}\n" - "{\n" - "float L1 = dot(Normal,afLightDir[1]);\n" - "float3 Reflect = reflect (Normal,afLightDir[1]);\n" - "OUT.rgb += afLightColor[1] * ((L1) +\n" - "pow(dot(Reflect,ViewDir),9));\n" - "}\n" - "return OUT;\n" - "}\n" - - // Technique for the default effect - "technique DefaultFXSpecular_D1\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D1();\n" - "VertexShader = compile vs_3_0 DefaultVShader();\n" - "}\n" - "};\n" - "technique DefaultFXSpecular_D2\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D2();\n" - "VertexShader = compile vs_3_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Technique for the default effect (ps_2_0) - "technique DefaultFXSpecular_PS20_D1\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D1();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - "technique DefaultFXSpecular_PS20_D2\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D2();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Technique for the default effect using the fixed function pixel pipeline - "technique DefaultFXSpecular_FF\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "VertexShader = compile vs_2_0 DefaultVShader_FF();\n" - "ColorOp[0] = SelectArg1;\n" - "ColorArg0[0] = Diffuse;\n" - "AlphaOp[0] = SelectArg1;\n" - "AlphaArg0[0] = Diffuse;\n" - "}\n" - "};\n"); - -std::string g_szMaterialShader = std::string( - - // World * View * Projection matrix - // NOTE: Assume that the material uses a WorldViewProjection matrix - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - "float4x4 World : WORLD;\n" - "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" - - "#ifndef AV_DISABLESSS\n" - "float4x3 ViewProj;\n" - "float4x3 InvViewProj;\n" - "#endif\n" - - "float4 DIFFUSE_COLOR;\n" - "float4 SPECULAR_COLOR;\n" - "float4 AMBIENT_COLOR;\n" - "float4 EMISSIVE_COLOR;\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "float SPECULARITY;\n" - "float SPECULAR_STRENGTH;\n" - "#endif\n" - "#ifdef AV_OPACITY\n" - "float TRANSPARENCY;\n" - "#endif\n" - - // light colors (diffuse and specular) - "float4 afLightColor[5];\n" - "float4 afLightColorAmbient[5];\n" - - // light direction - "float3 afLightDir[5];\n" - - // position of the camera in worldspace - "float3 vCameraPos : CAMERAPOSITION;\n" - - // Bone matrices - "#ifdef AV_SKINNING \n" - "float4x3 gBoneMatrix[60]; \n" - "#endif // AV_SKINNING \n" - - "#ifdef AV_DIFFUSE_TEXTURE\n" - "texture DIFFUSE_TEXTURE;\n" - "sampler DIFFUSE_SAMPLER\n" - "{\n" - "Texture = <DIFFUSE_TEXTURE>;\n" - "#ifdef AV_WRAPU\n" - "AddressU = WRAP;\n" - "#endif\n" - "#ifdef AV_MIRRORU\n" - "AddressU = MIRROR;\n" - "#endif\n" - "#ifdef AV_CLAMPU\n" - "AddressU = CLAMP;\n" - "#endif\n" - "#ifdef AV_WRAPV\n" - "AddressV = WRAP;\n" - "#endif\n" - "#ifdef AV_MIRRORV\n" - "AddressV = MIRROR;\n" - "#endif\n" - "#ifdef AV_CLAMPV\n" - "AddressV = CLAMP;\n" - "#endif\n" - "};\n" - "#endif // AV_DIFFUSE_TEXTUR\n" - - "#ifdef AV_DIFFUSE_TEXTURE2\n" - "texture DIFFUSE_TEXTURE2;\n" - "sampler DIFFUSE_SAMPLER2\n" - "{\n" - "Texture = <DIFFUSE_TEXTURE2>;\n" - "};\n" - "#endif // AV_DIFFUSE_TEXTUR2\n" - - "#ifdef AV_SPECULAR_TEXTURE\n" - "texture SPECULAR_TEXTURE;\n" - "sampler SPECULAR_SAMPLER\n" - "{\n" - "Texture = <SPECULAR_TEXTURE>;\n" - "};\n" - "#endif // AV_SPECULAR_TEXTUR\n" - - "#ifdef AV_AMBIENT_TEXTURE\n" - "texture AMBIENT_TEXTURE;\n" - "sampler AMBIENT_SAMPLER\n" - "{\n" - "Texture = <AMBIENT_TEXTURE>;\n" - "};\n" - "#endif // AV_AMBIENT_TEXTUR\n" - - "#ifdef AV_LIGHTMAP_TEXTURE\n" - "texture LIGHTMAP_TEXTURE;\n" - "sampler LIGHTMAP_SAMPLER\n" - "{\n" - "Texture = <LIGHTMAP_TEXTURE>;\n" - "};\n" - "#endif // AV_LIGHTMAP_TEXTURE\n" - - "#ifdef AV_OPACITY_TEXTURE\n" - "texture OPACITY_TEXTURE;\n" - "sampler OPACITY_SAMPLER\n" - "{\n" - "Texture = <OPACITY_TEXTURE>;\n" - "};\n" - "#endif // AV_OPACITY_TEXTURE\n" - - "#ifdef AV_EMISSIVE_TEXTURE\n" - "texture EMISSIVE_TEXTURE;\n" - "sampler EMISSIVE_SAMPLER\n" - "{\n" - "Texture = <EMISSIVE_TEXTURE>;\n" - "};\n" - "#endif // AV_EMISSIVE_TEXTUR\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "texture NORMAL_TEXTURE;\n" - "sampler NORMAL_SAMPLER\n" - "{\n" - "Texture = <NORMAL_TEXTURE>;\n" - "};\n" - "#endif // AV_NORMAL_TEXTURE\n" - - "#ifdef AV_SKYBOX_LOOKUP\n" - "textureCUBE lw_tex_envmap;\n" - "samplerCUBE EnvironmentMapSampler = sampler_state\n" - "{\n" - "Texture = (lw_tex_envmap);\n" - "AddressU = CLAMP;\n" - "AddressV = CLAMP;\n" - "AddressW = CLAMP;\n" - - "MAGFILTER = linear;\n" - "MINFILTER = linear;\n" - "};\n" - "#endif // AV_SKYBOX_LOOKUP\n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "float3 Position : POSITION;\n" - "float3 Normal : NORMAL;\n" - "float4 Color : COLOR0;\n" - "float3 Tangent : TANGENT;\n" - "float3 Bitangent : BINORMAL;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "#ifdef AV_TWO_UV \n" - "float2 TexCoord1 : TEXCOORD1;\n" - "#endif \n" - "#ifdef AV_SKINNING \n" - "float4 BlendIndices : BLENDINDICES;\n" - "float4 BlendWeights : BLENDWEIGHT;\n" - "#endif // AV_SKINNING \n" - "};\n" - - // Vertex shader output structure for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float3 ViewDir : TEXCOORD0;\n" - - "float4 Color : COLOR0;\n" - - "#ifndef AV_NORMAL_TEXTURE\n" - "float3 Normal : TEXCOORD1;\n" - "#endif\n" - - "float2 TexCoord0 : TEXCOORD2;\n" - "#ifdef AV_TWO_UV \n" - "float2 TexCoord1 : TEXCOORD3;\n" - "#endif \n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 Light0 : TEXCOORD3;\n" - "float3 Light1 : TEXCOORD4;\n" - "#endif\n" - "};\n" - - // Vertex shader output structure for fixed function pixel pipeline - "struct VS_OUTPUT_FF\n" - "{\n" - "float4 Position : POSITION;\n" - "float4 DiffuseColor : COLOR0;\n" - "float4 SpecularColor : COLOR1;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "};\n" - - // Selective SuperSampling in screenspace for reflection lookups - "#define GetSSSCubeMap(_refl) (texCUBElod(EnvironmentMapSampler,float4(_refl,0.0f)).rgb) \n" - - // Vertex shader for pixel shader usage and one light - "VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out = (VS_OUTPUT)0;\n" - - "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - "#else \n" - "float3 objPos = IN.Position; \n" - "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" - "Out.TexCoord0 = IN.TexCoord0;\n" - "#ifdef AV_TWO_UV \n" - "Out.TexCoord1 = IN.TexCoord1;\n" - "#endif\n" - "Out.Color = IN.Color;\n" - - "#ifndef AV_NORMAL_TEXTURE\n" - "Out.ViewDir = vCameraPos - WorldPos;\n" - "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" - "#endif\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" - "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" - "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" - "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" - "#endif\n" - "return Out;\n" - "}\n" - - // Vertex shader for pixel shader usage and two lights - "VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out = (VS_OUTPUT)0;\n" - - "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - "#else \n" - "float3 objPos = IN.Position; \n" - "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" - "Out.TexCoord0 = IN.TexCoord0;\n" - "#ifdef AV_TWO_UV \n" - "Out.TexCoord1 = IN.TexCoord1;\n" - "#endif\n" - "Out.Color = IN.Color;\n" - - "#ifndef AV_NORMAL_TEXTURE\n" - "Out.ViewDir = vCameraPos - WorldPos;\n" - "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" - "#endif\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" - "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" - "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" - "Out.Light1 = normalize(mul(WTTS, afLightDir[1] ));\n" - "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" - "#endif\n" - "return Out;\n" - "}\n" - - // Vertex shader for zero to five lights using the fixed function pixel pipeline - "VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT_FF Out = (VS_OUTPUT_FF)0;\n" - - "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - "#else \n" - "float3 objPos = IN.Position; \n" - "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 worldPos = mul( float4( objPos, 1.0f), World);\n" - "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n" - "Out.TexCoord0 = IN.TexCoord0;\n" - - // calculate per-vertex diffuse lighting including ambient part - "float4 diffuseColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n" - "for( int a = 0; a < 2; a++) \n" - " diffuseColor.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n" - // factor in material properties and a bit of ambient lighting - "Out.DiffuseColor = diffuseColor * DIFFUSE_COLOR + float4( 0.2f, 0.2f, 0.2f, 1.0f) * AMBIENT_COLOR; ; \n" - - // and specular including emissive part - "float4 specularColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n" - "#ifdef AV_SPECULAR_COMPONENT\n" - "float3 viewDir = normalize( worldPos - vCameraPos); \n" - "for( int a = 0; a < 2; a++) \n" - "{ \n" - " float3 reflDir = reflect( afLightDir[a], worldNormal); \n" - " float specIntensity = pow( saturate( dot( reflDir, viewDir)), SPECULARITY) * SPECULAR_STRENGTH; \n" - " specularColor.rgb += afLightColor[a] * specIntensity; \n" - "} \n" - "#endif // AV_SPECULAR_COMPONENT\n" - // factor in material properties and the emissive part - "Out.SpecularColor = specularColor * SPECULAR_COLOR + EMISSIVE_COLOR; \n" - - "return Out;\n" - "}\n" - - // Pixel shader - one light - "float4 MaterialPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - "#ifdef AV_SPECULAR_COMPONENT\n" - "float3 Reflect = normalize(reflect (-ViewDir,Normal));\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 IN_Light0\n" - // would need to convert the reflection vector into world space .... - // simply let it ... - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 afLightDir[0]\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE2\n" - "float fHalfLambert = 1.f;\n" - "#else\n" - "float fHalfLambert = L1*L1;\n" - "#endif \n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifndef AV_SKYBOX_LOOKUP\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#else\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SKYBOX_LOOKUP\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_LIGHTMAP_TEXTURE\n" - "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - - "#undef AV_LIGHT_0\n" - "}\n" - - // Pixel shader - two lights - "float4 MaterialPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 IN_Light1 = normalize(IN.Light1);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - "#ifdef AV_SPECULAR_COMPONENT\n" - "float3 Reflect = -normalize(reflect (ViewDir,Normal));\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - - "{\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 IN_Light0\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 afLightDir[0]\n" - "#endif\n" - "float fHalfLambert = L1*L1;\n" - - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifndef AV_SKYBOX_LOOKUP\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#else\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SKYBOX_LOOKUP\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_1 IN_Light1\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_1 afLightDir[1]\n" - "#endif\n" - "float fHalfLambert = L1*L1;\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" - "#else\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifndef AV_SKYBOX_LOOKUP\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#else\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SKYBOX_LOOKUP\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_LIGHTMAP_TEXTURE\n" - "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - - "#undef AV_LIGHT_0\n" - "#undef AV_LIGHT_1\n" - "}\n" - - // Same pixel shader again, one light - "float4 MaterialPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,IN_Light0);\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - "}\n" - - // Same pixel shader again, two lights - "float4 MaterialPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 IN_Light1 = normalize(IN.Light1);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0) - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,IN_Light0);\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,IN_Light1);\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[1]);\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" - "#else\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * L1 +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - "}\n" - - // Technique for the material effect - "technique MaterialFXSpecular_D1\n" - "{\n" - "pass p0\n" - "{\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D1();\n" - "VertexShader = compile vs_3_0 MaterialVShader_D1();\n" - "}\n" - "};\n" - "technique MaterialFXSpecular_D2\n" - "{\n" - "pass p0\n" - "{\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D2();\n" - "VertexShader = compile vs_3_0 MaterialVShader_D2();\n" - "}\n" - "};\n" - - // Technique for the material effect (ps_2_0) - "technique MaterialFXSpecular_PS20_D1\n" - "{\n" - "pass p0\n" - "{\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D1();\n" - "VertexShader = compile vs_2_0 MaterialVShader_D1();\n" - "}\n" - "};\n" - - "technique MaterialFXSpecular_PS20_D2\n" - "{\n" - "pass p0\n" - "{\n" - "//CullMode=none;\n" - - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D2();\n" - "VertexShader = compile vs_2_0 MaterialVShader_D2();\n" - "}\n" - "};\n" - - // Technique for the material effect using fixed function pixel pipeline - "technique MaterialFX_FF\n" - "{\n" - "pass p0\n" - "{\n" - "//CullMode=none;\n" - "SpecularEnable = true; \n" - "VertexShader = compile vs_2_0 MaterialVShader_FF();\n" - "ColorOp[0] = Modulate;\n" - "ColorArg0[0] = Texture;\n" - "ColorArg1[0] = Diffuse;\n" - "AlphaOp[0] = Modulate;\n" - "AlphaArg0[0] = Texture;\n" - "AlphaArg1[0] = Diffuse;\n" - "}\n" - "};\n"); - -std::string g_szPassThroughShader = std::string( - "texture TEXTURE_2D;\n" - "sampler TEXTURE_SAMPLER = sampler_state\n" - "{\n" - "Texture = (TEXTURE_2D);\n" - "MinFilter = POINT;\n" - "MagFilter = POINT;\n" - "};\n" - - // Vertex Shader output for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "};\n" - - // vertex shader for pixel shader usage - "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" - "{\n" - "VS_OUTPUT Out;\n" - - "Out.Position = INPosition;\n" - "Out.TexCoord0 = INTexCoord0;\n" - - "return Out;\n" - "}\n" - - // simply lookup a texture - "float4 PassThrough_PS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - " return tex2D(TEXTURE_SAMPLER,IN);\n" - "}\n" - - // visualize the alpha channel (in black) -> use a - "float4 PassThroughAlphaA_PS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).a);\n" - "}\n" - - // visualize the alpha channel (in black) -> use r - "float4 PassThroughAlphaR_PS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).r);\n" - "}\n" - - // Simple pass-through technique - "technique PassThrough\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "PixelShader = compile ps_2_0 PassThrough_PS();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Pass-through technique which visualizes the texture's alpha channel - "technique PassThroughAlphaFromA\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "PixelShader = compile ps_2_0 PassThroughAlphaA_PS();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Pass-through technique which visualizes the texture's red channel - "technique PassThroughAlphaFromR\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "PixelShader = compile ps_2_0 PassThroughAlphaR_PS();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // technique for fixed function pixel pipeline - "technique PassThrough_FF\n" - "{\n" - "pass p0\n" - "{\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "ColorOp[0] = SelectArg1;\n" - "ColorArg0[0] = Texture;\n" - "AlphaOp[0] = SelectArg1;\n" - "AlphaArg0[0] = Texture;\n" - "}\n" - "};\n"); - -std::string g_szCheckerBackgroundShader = std::string( - - // the two colors used to draw the checker pattern - "float3 COLOR_ONE = float3(0.4f,0.4f,0.4f);\n" - "float3 COLOR_TWO = float3(0.6f,0.6f,0.6f);\n" - - // size of a square in both x and y direction - "float SQUARE_SIZE = 10.0f;\n" - - // vertex shader output structure - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "};\n" - - // vertex shader - "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" - "{\n" - "VS_OUTPUT Out;\n" - - "Out.Position = INPosition;\n" - "return Out;\n" - "}\n" - - // pixel shader - "float4 MakePattern_PS(float2 IN : VPOS) : COLOR\n" - "{\n" - "float2 fDiv = IN / SQUARE_SIZE;\n" - "float3 fColor = COLOR_ONE;\n" - "if (0 == round(fmod(round(fDiv.x),2)))\n" - "{\n" - " if (0 == round(fmod(round(fDiv.y),2))) fColor = COLOR_TWO;\n" - "}\n" - "else if (0 != round(fmod(round(fDiv.y),2)))fColor = COLOR_TWO;\n" - "return float4(fColor,1.0f);" - "}\n" - - // technique to generate a pattern - "technique MakePattern\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "PixelShader = compile ps_3_0 MakePattern_PS();\n" - "VertexShader = compile vs_3_0 DefaultVShader();\n" - "}\n" - "};\n"); -} // namespace AssimpView |