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Root/src/Graphics/Effect/StockEffects/HLSL/BasicEffect.fx

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//-----------------------------------------------------------------------------
// BasicEffect.fx
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
 
#include "Macros.fxh"
 
 
DECLARE_TEXTURE(Texture, 0);
 
 
BEGIN_CONSTANTS
 
    float4 DiffuseColor             _vs(c0)  _ps(c1)  _cb(c0);
    float3 EmissiveColor            _vs(c1)  _ps(c2)  _cb(c1);
    float3 SpecularColor            _vs(c2)  _ps(c3)  _cb(c2);
    float  SpecularPower            _vs(c3)  _ps(c4)  _cb(c2.w);
 
    float3 DirLight0Direction       _vs(c4)  _ps(c5)  _cb(c3);
    float3 DirLight0DiffuseColor    _vs(c5)  _ps(c6)  _cb(c4);
    float3 DirLight0SpecularColor   _vs(c6)  _ps(c7)  _cb(c5);
 
    float3 DirLight1Direction       _vs(c7)  _ps(c8)  _cb(c6);
    float3 DirLight1DiffuseColor    _vs(c8)  _ps(c9)  _cb(c7);
    float3 DirLight1SpecularColor   _vs(c9)  _ps(c10) _cb(c8);
 
    float3 DirLight2Direction       _vs(c10) _ps(c11) _cb(c9);
    float3 DirLight2DiffuseColor    _vs(c11) _ps(c12) _cb(c10);
    float3 DirLight2SpecularColor   _vs(c12) _ps(c13) _cb(c11);
 
    float3 EyePosition              _vs(c13) _ps(c14) _cb(c12);
 
    float3 FogColor                          _ps(c0)  _cb(c13);
    float4 FogVector                _vs(c14)          _cb(c14);
 
    float4x4 World                  _vs(c19)          _cb(c15);
    float3x3 WorldInverseTranspose  _vs(c23)          _cb(c19);
 
MATRIX_CONSTANTS
 
    float4x4 WorldViewProj          _vs(c15)          _cb(c0);
 
END_CONSTANTS
 
 
#include "Structures.fxh"
#include "Common.fxh"
#include "Lighting.fxh"
 
 
// Vertex shader: basic.
VSOutput VSBasic(VSInput vin)
{
    VSOutput vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParams;
     
    return vout;
}
 
 
// Vertex shader: no fog.
VSOutputNoFog VSBasicNoFog(VSInput vin)
{
    VSOutputNoFog vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParamsNoFog;
     
    return vout;
}
 
 
// Vertex shader: vertex color.
VSOutput VSBasicVc(VSInputVc vin)
{
    VSOutput vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParams;
     
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: vertex color, no fog.
VSOutputNoFog VSBasicVcNoFog(VSInputVc vin)
{
    VSOutputNoFog vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParamsNoFog;
     
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: texture.
VSOutputTx VSBasicTx(VSInputTx vin)
{
    VSOutputTx vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParams;
     
    vout.TexCoord = vin.TexCoord;
 
    return vout;
}
 
 
// Vertex shader: texture, no fog.
VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin)
{
    VSOutputTxNoFog vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParamsNoFog;
     
    vout.TexCoord = vin.TexCoord;
 
    return vout;
}
 
 
// Vertex shader: texture + vertex color.
VSOutputTx VSBasicTxVc(VSInputTxVc vin)
{
    VSOutputTx vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParams;
     
    vout.TexCoord = vin.TexCoord;
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: texture + vertex color, no fog.
VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin)
{
    VSOutputTxNoFog vout;
     
    CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
    SetCommonVSOutputParamsNoFog;
     
    vout.TexCoord = vin.TexCoord;
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: vertex lighting.
VSOutput VSBasicVertexLighting(VSInputNm vin)
{
    VSOutput vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
    SetCommonVSOutputParams;
     
    return vout;
}
 
 
// Vertex shader: vertex lighting + vertex color.
VSOutput VSBasicVertexLightingVc(VSInputNmVc vin)
{
    VSOutput vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
    SetCommonVSOutputParams;
     
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: vertex lighting + texture.
VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin)
{
    VSOutputTx vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
    SetCommonVSOutputParams;
     
    vout.TexCoord = vin.TexCoord;
 
    return vout;
}
 
 
// Vertex shader: vertex lighting + texture + vertex color.
VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin)
{
    VSOutputTx vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
    SetCommonVSOutputParams;
     
    vout.TexCoord = vin.TexCoord;
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: one light.
VSOutput VSBasicOneLight(VSInputNm vin)
{
    VSOutput vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
    SetCommonVSOutputParams;
     
    return vout;
}
 
 
// Vertex shader: one light + vertex color.
VSOutput VSBasicOneLightVc(VSInputNmVc vin)
{
    VSOutput vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
    SetCommonVSOutputParams;
     
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: one light + texture.
VSOutputTx VSBasicOneLightTx(VSInputNmTx vin)
{
    VSOutputTx vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
    SetCommonVSOutputParams;
     
    vout.TexCoord = vin.TexCoord;
 
    return vout;
}
 
 
// Vertex shader: one light + texture + vertex color.
VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin)
{
    VSOutputTx vout;
     
    CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
    SetCommonVSOutputParams;
     
    vout.TexCoord = vin.TexCoord;
    vout.Diffuse *= vin.Color;
     
    return vout;
}
 
 
// Vertex shader: pixel lighting.
VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin)
{
    VSOutputPixelLighting vout;
     
    CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
    SetCommonVSOutputParamsPixelLighting;
 
    vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
     
    return vout;
}
 
 
// Vertex shader: pixel lighting + vertex color.
VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin)
{
    VSOutputPixelLighting vout;
     
    CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
    SetCommonVSOutputParamsPixelLighting;
     
    vout.Diffuse.rgb = vin.Color.rgb;
    vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
     
    return vout;
}
 
 
// Vertex shader: pixel lighting + texture.
VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin)
{
    VSOutputPixelLightingTx vout;
     
    CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
    SetCommonVSOutputParamsPixelLighting;
     
    vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
    vout.TexCoord = vin.TexCoord;
 
    return vout;
}
 
 
// Vertex shader: pixel lighting + texture + vertex color.
VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin)
{
    VSOutputPixelLightingTx vout;
     
    CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
    SetCommonVSOutputParamsPixelLighting;
     
    vout.Diffuse.rgb = vin.Color.rgb;
    vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
    vout.TexCoord = vin.TexCoord;
     
    return vout;
}
 
 
// Pixel shader: basic.
float4 PSBasic(PSInput pin) : SV_Target0
{
    float4 color = pin.Diffuse;
     
    ApplyFog(color, pin.Specular.w);
     
    return color;
}
 
 
// Pixel shader: no fog.
float4 PSBasicNoFog(PSInputNoFog pin) : SV_Target0
{
    return pin.Diffuse;
}
 
 
// Pixel shader: texture.
float4 PSBasicTx(PSInputTx pin) : SV_Target0
{
    float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
     
    ApplyFog(color, pin.Specular.w);
     
    return color;
}
 
 
// Pixel shader: texture, no fog.
float4 PSBasicTxNoFog(PSInputTxNoFog pin) : SV_Target0
{
    return SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
}
 
 
// Pixel shader: vertex lighting.
float4 PSBasicVertexLighting(PSInput pin) : SV_Target0
{
    float4 color = pin.Diffuse;
 
    AddSpecular(color, pin.Specular.rgb);
    ApplyFog(color, pin.Specular.w);
     
    return color;
}
 
 
// Pixel shader: vertex lighting, no fog.
float4 PSBasicVertexLightingNoFog(PSInput pin) : SV_Target0
{
    float4 color = pin.Diffuse;
     
    AddSpecular(color, pin.Specular.rgb);
     
    return color;
}
 
 
// Pixel shader: vertex lighting + texture.
float4 PSBasicVertexLightingTx(PSInputTx pin) : SV_Target0
{
    float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
     
    AddSpecular(color, pin.Specular.rgb);
    ApplyFog(color, pin.Specular.w);
     
    return color;
}
 
 
// Pixel shader: vertex lighting + texture, no fog.
float4 PSBasicVertexLightingTxNoFog(PSInputTx pin) : SV_Target0
{
    float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
     
    AddSpecular(color, pin.Specular.rgb);
     
    return color;
}
 
 
// Pixel shader: pixel lighting.
float4 PSBasicPixelLighting(PSInputPixelLighting pin) : SV_Target0
{
    float4 color = pin.Diffuse;
 
    float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
    float3 worldNormal = normalize(pin.NormalWS);
     
    ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
 
    color.rgb *= lightResult.Diffuse;
     
    AddSpecular(color, lightResult.Specular);
    ApplyFog(color, pin.PositionWS.w);
     
    return color;
}
 
 
// Pixel shader: pixel lighting + texture.
float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0
{
    float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
     
    float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
    float3 worldNormal = normalize(pin.NormalWS);
     
    ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
     
    color.rgb *= lightResult.Diffuse;
 
    AddSpecular(color, lightResult.Specular);
    ApplyFog(color, pin.PositionWS.w);
     
    return color;
}
 
 
VertexShader VSArray[20] =
{
    compile vs_2_0 VSBasic(),
    compile vs_2_0 VSBasicNoFog(),
    compile vs_2_0 VSBasicVc(),
    compile vs_2_0 VSBasicVcNoFog(),
    compile vs_2_0 VSBasicTx(),
    compile vs_2_0 VSBasicTxNoFog(),
    compile vs_2_0 VSBasicTxVc(),
    compile vs_2_0 VSBasicTxVcNoFog(),
     
    compile vs_2_0 VSBasicVertexLighting(),
    compile vs_2_0 VSBasicVertexLightingVc(),
    compile vs_2_0 VSBasicVertexLightingTx(),
    compile vs_2_0 VSBasicVertexLightingTxVc(),
     
    compile vs_2_0 VSBasicOneLight(),
    compile vs_2_0 VSBasicOneLightVc(),
    compile vs_2_0 VSBasicOneLightTx(),
    compile vs_2_0 VSBasicOneLightTxVc(),
     
    compile vs_2_0 VSBasicPixelLighting(),
    compile vs_2_0 VSBasicPixelLightingVc(),
    compile vs_2_0 VSBasicPixelLightingTx(),
    compile vs_2_0 VSBasicPixelLightingTxVc(),
};
 
 
int VSIndices[32] =
{
    0,      // basic
    1,      // no fog
    2,      // vertex color
    3,      // vertex color, no fog
    4,      // texture
    5,      // texture, no fog
    6,      // texture + vertex color
    7,      // texture + vertex color, no fog
     
    8,      // vertex lighting
    8,      // vertex lighting, no fog
    9,      // vertex lighting + vertex color
    9,      // vertex lighting + vertex color, no fog
    10,     // vertex lighting + texture
    10,     // vertex lighting + texture, no fog
    11,     // vertex lighting + texture + vertex color
    11,     // vertex lighting + texture + vertex color, no fog
     
    12,     // one light
    12,     // one light, no fog
    13,     // one light + vertex color
    13,     // one light + vertex color, no fog
    14,     // one light + texture
    14,     // one light + texture, no fog
    15,     // one light + texture + vertex color
    15,     // one light + texture + vertex color, no fog
     
    16,     // pixel lighting
    16,     // pixel lighting, no fog
    17,     // pixel lighting + vertex color
    17,     // pixel lighting + vertex color, no fog
    18,     // pixel lighting + texture
    18,     // pixel lighting + texture, no fog
    19,     // pixel lighting + texture + vertex color
    19,     // pixel lighting + texture + vertex color, no fog
};
 
 
PixelShader PSArray[10] =
{
    compile ps_2_0 PSBasic(),
    compile ps_2_0 PSBasicNoFog(),
    compile ps_2_0 PSBasicTx(),
    compile ps_2_0 PSBasicTxNoFog(),
 
    compile ps_2_0 PSBasicVertexLighting(),
    compile ps_2_0 PSBasicVertexLightingNoFog(),
    compile ps_2_0 PSBasicVertexLightingTx(),
    compile ps_2_0 PSBasicVertexLightingTxNoFog(),
 
    compile ps_2_0 PSBasicPixelLighting(),
    compile ps_2_0 PSBasicPixelLightingTx(),
};
 
 
int PSIndices[32] =
{
    0,      // basic
    1,      // no fog
    0,      // vertex color
    1,      // vertex color, no fog
    2,      // texture
    3,      // texture, no fog
    2,      // texture + vertex color
    3,      // texture + vertex color, no fog
     
    4,      // vertex lighting
    5,      // vertex lighting, no fog
    4,      // vertex lighting + vertex color
    5,      // vertex lighting + vertex color, no fog
    6,      // vertex lighting + texture
    7,      // vertex lighting + texture, no fog
    6,      // vertex lighting + texture + vertex color
    7,      // vertex lighting + texture + vertex color, no fog
     
    4,      // one light
    5,      // one light, no fog
    4,      // one light + vertex color
    5,      // one light + vertex color, no fog
    6,      // one light + texture
    7,      // one light + texture, no fog
    6,      // one light + texture + vertex color
    7,      // one light + texture + vertex color, no fog
     
    8,      // pixel lighting
    8,      // pixel lighting, no fog
    8,      // pixel lighting + vertex color
    8,      // pixel lighting + vertex color, no fog
    9,      // pixel lighting + texture
    9,      // pixel lighting + texture, no fog
    9,      // pixel lighting + texture + vertex color
    9,      // pixel lighting + texture + vertex color, no fog
};
 
 
int ShaderIndex = 0;
 
 
Technique BasicEffect
{
    Pass
    {
        VertexShader = (VSArray[VSIndices[ShaderIndex]]);
        PixelShader  = (PSArray[PSIndices[ShaderIndex]]);
    }
}

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