Files
linguist/samples/HLSL/corridor.fx
Erik Faye-Lund 6b001cf861 add support for HLSL/FX
Add support for DirectX HLSL / FX files. The FX files are
just HLSL files with some additional syntax to set
render-states and define multiple shader stages in one file.

Samples are either written by me, or taken from Chromium.
2016-02-19 11:32:46 +01:00

106 lines
2.4 KiB
HLSL

float4x4 matWorldView : WORLDVIEW;
float4x4 matWorldViewProjection : WORLDVIEWPROJECTION;
struct VS_INPUT {
float4 Position : POSITION0;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float3 Binormal : BINORMAL;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
};
struct VS_OUTPUT {
float4 Position : POSITION0;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float3x3 TangentToView : TEXCOORD2;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.Position = mul(input.Position, matWorldViewProjection);
output.TexCoord0 = input.TexCoord0 * 5;
output.TexCoord1 = input.TexCoord1;
output.TangentToView[0] = mul(float4(input.Tangent, 0), matWorldView).xyz;
output.TangentToView[1] = mul(float4(input.Binormal, 0), matWorldView).xyz;
output.TangentToView[2] = mul(float4(input.Normal, 0), matWorldView).xyz;
return output;
}
struct PS_OUTPUT {
float4 gbuffer0 : COLOR0;
float4 gbuffer1 : COLOR1;
};
texture albedo_tex;
sampler albedo_samp = sampler_state {
Texture = (albedo_tex);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
sRGBTexture = True;
};
texture normal_tex;
sampler normal_samp = sampler_state {
Texture = (normal_tex);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
sRGBTexture = False;
};
texture specular_tex;
sampler specular_samp = sampler_state {
Texture = (specular_tex);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
sRGBTexture = True;
};
texture ao_tex;
sampler ao_samp = sampler_state {
Texture = (ao_tex);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
sRGBTexture = True;
};
PS_OUTPUT ps_main(VS_OUTPUT Input)
{
PS_OUTPUT o;
float3 tangentNormal = normalize(tex2D(normal_samp, Input.TexCoord0).xyz * 2 - 1);
float3 eyeNormal = normalize(mul(tangentNormal, Input.TangentToView));
float3 albedo = tex2D(albedo_samp, Input.TexCoord0).rgb;
float ao = tex2D(ao_samp, Input.TexCoord1).r * 0.75;
float spec = tex2D(specular_samp, Input.TexCoord0).r;
o.gbuffer0 = float4(eyeNormal, spec * ao);
o.gbuffer1 = float4(albedo, 1 - ao);
return o;
}
technique mesh {
pass Geometry {
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
AlphaBlendEnable = False;
ZWriteEnable = True;
}
}