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GameStar 2005 March
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Gamestar_71_2005-03_dvd.iso
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willofsteel_demo.exe
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{app}
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default00.fx
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2004-10-23
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6KB
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242 lines
float4x4 WorldViewProjection;
float4x4 ShadowViewProjection;
float4x4 TextureMatrix;
float4x4 WorldMatrix;
float4x4 ViewIT;
texture AlphaTexture;
texture DiffuseTexture;
texture ShadowTexture;
texture CloudsTexture;
texture FogOfWar;
texture BurnedTexture;
float4 BurnFactor = { 0.4, 0.4, 0.4, 0.4 };
float3 LightDirection = { 0.0f, 0.0f, 0.0f };
float3 SunColor = { 1., 0.86, .70 };
float3 Ambient = { 0.24, 0.12, 0.04 };
float4 FogScale = { 0.001953125, 0.001953125, 0.001953125, 0.001953125 };
float4 ZBias = { 0.0, 0.0, 0.0, -0.004 };
float4 ShadowOffset;
float4 CloudUVShift = { 0.0, 0.0, 0.0, 0.0 };
float4 CloudScale = { 0.01, 0.01, 0.01, 0.01 };
float4 BlinkFactor = { 0.0, 0.0, 0.0, 0.0 };
technique Technique0
{
pass Pass0
{
Texture[0] = (DiffuseTexture);
ColorOp[0] = MODULATE;
ColorArg1[0] = TEXTURE;
ColorArg2[0] = DIFFUSE;
AlphaOp[0] = DISABLE;
Texture[1] = (FogOfWar);
ColorOp[1] = MODULATE;
ColorArg1[1] = TEXTURE;
ColorArg2[1] = CURRENT;
ColorOp[2] = DISABLE;
VertexShaderConstant[0] = <WorldViewProjection>;
VertexShaderConstant[12] = <WorldMatrix>;
VertexShaderConstant[16] = <ViewIT>;
VertexShaderConstant[26] = <BlinkFactor>;
VertexShaderConstant[27] = <FogScale>;
VertexShaderConstant[30] = <LightDirection>;
VertexShaderConstant[32] = <SunColor>;
VertexShaderConstant[28] = <Ambient>;
ALPHABLENDENABLE = FALSE;
ALPHATESTENABLE = FALSE;
VertexShader =
decl
{
stream 0;
float v0[3]; // Position
float v3[3]; // Normal
float v6[2]; // Texture coord1
}
asm
{
vs_1_1
dcl_position v0
dcl_normal v3
dcl_texcoord0 v6
m4x4 oPos, v0, c0
m4x4 r0, v0, c12
mul r0, r0, c27
mov oT1.x, r0.x
mov oT1.y, r0.z
mov oT0, v6
dp3 r0, -v3, c30
mov r1, c32
add r1, r1, c26
mad oD0, r0, r1, c28
};
PixelShader = NULL;
}
}
// rendering u shadow mapu
technique Technique1
{
pass Pass0
{
Lighting = FALSE;
VertexShader = NULL;
PixelShader = NULL;
}
}
technique Technique2
{
pass Pass0
{
Texture[0] = (DiffuseTexture);
ColorOp[0] = MODULATE;
ColorArg1[0] = TEXTURE;
ColorArg2[0] = DIFFUSE;
AlphaOp[0] = SELECTARG1;
AlphaArg1[0] = TEXTURE;
Texture[1] = (FogOfWar);
ColorOp[1] = MODULATE;
ColorArg1[1] = TEXTURE;
ColorArg2[1] = CURRENT;
ColorOp[2] = DISABLE;
AlphaOp[1] = DISABLE;
VertexShaderConstant[0] = <WorldViewProjection>;
VertexShaderConstant[12] = <WorldMatrix>;
VertexShaderConstant[16] = <ViewIT>;
VertexShaderConstant[26] = <BlinkFactor>;
VertexShaderConstant[27] = <FogScale>;
VertexShaderConstant[30] = <LightDirection>;
VertexShaderConstant[32] = <SunColor>;
VertexShaderConstant[28] = <Ambient>;
ALPHABLENDENABLE = TRUE;
SRCBLEND = SRCALPHA;
DESTBLEND = INVSRCALPHA;
ALPHATESTENABLE = TRUE;
ALPHAFUNC = GREATER;
ALPHAREF = 1;
VertexShader =
decl
{
stream 0;
float v0[3]; // Position
float v3[3]; // Normal
float v6[2]; // Texture coord1
}
asm
{
vs_1_1
dcl_position v0
dcl_normal v3
dcl_texcoord0 v6
m4x4 oPos, v0, c0
m4x4 r0, v0, c12
mul r0, r0, c27
mov oT1.x, r0.x
mov oT1.y, r0.z
mov oT0, v6
dp3 r0, -v3, c30
mov r1, c32
add r1, r1, c26
mad oD0, r0, r1, c28
};
PixelShader = NULL;
}
}
// rendering u shadow mapu
technique Technique3
{
pass Pass0
{
VertexShader = NULL;
PixelShader = NULL;
}
}
technique Technique4
{
pass Pass0
{
Texture[0] = (DiffuseTexture);
ColorOp[0] = MODULATE;
ColorArg1[0] = TEXTURE;
ColorArg2[0] = DIFFUSE;
AlphaOp[0] = SELECTARG1;
AlphaArg1[0] = TEXTURE;
Texture[1] = (FogOfWar);
ColorOp[1] = MODULATE;
ColorArg1[1] = TEXTURE;
ColorArg2[1] = CURRENT;
ColorOp[2] = DISABLE;
AlphaOp[1] = DISABLE;
VertexShaderConstant[0] = <WorldViewProjection>;
VertexShaderConstant[12] = <WorldMatrix>;
VertexShaderConstant[16] = <ViewIT>;
VertexShaderConstant[26] = <BlinkFactor>;
VertexShaderConstant[27] = <FogScale>;
VertexShaderConstant[30] = <LightDirection>;
VertexShaderConstant[32] = <SunColor>;
VertexShaderConstant[28] = <Ambient>;
ALPHABLENDENABLE = TRUE;
SRCBLEND = SRCALPHA;
DESTBLEND = INVSRCALPHA;
ALPHATESTENABLE = TRUE;
ALPHAFUNC = GREATER;
ALPHAREF = 1;
VertexShader =
decl
{
stream 0;
float v0[3]; // Position
float v3[3]; // Normal
float v6[2]; // Texture coord1
}
asm
{
vs_1_1
dcl_position v0
dcl_normal v3
dcl_texcoord0 v6
m4x4 oPos, v0, c0
m4x4 r0, v0, c12
mul r0, r0, c27
mov oT1.x, r0.x
mov oT1.y, r0.z
mov oT0, v6
dp3 r0, -v3, c30
mov r1, c32
add r1, r1, c26
mad oD0, r0, r1, c28
};
PixelShader = NULL;
}
}