Ambient_ps.hlsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- /******************************************************************************
- Copyright (c) W.J. van der Laan
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
- Software, and to permit persons to whom the Software is furnished to do so, subject
- to the following conditions:
- The above copyright notice and this permission notice shall be included in all copies
- or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
- PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
- OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- ******************************************************************************/
- /** Deferred shading framework
- // W.J. :wumpus: van der Laan 2005 //
- Post shader: Multipass, ambient (base) pass
- */
- sampler Tex0: register(s0);
- sampler Tex1: register(s1);
- // Ambient and depth pass
- float4 ambientColor;
- float4x4 proj;
- struct POUTPUT
- {
- float4 colour: COLOR;
- float depth: DEPTH;
- };
- POUTPUT main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1)
- {
- float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess
- float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth
- // Clip fragment if depth is too close, so the skybox can be rendered on the background
- clip(a1.w-0.001);
- // Attributes
- POUTPUT o;
- float3 colour = a0.rgb;
- o.colour = float4( ambientColor*colour ,0);
- o.depth = projCoord.z*proj[2][2] + proj[2][3]/a1.w;
- return o;
- }