home *** CD-ROM | disk | FTP | other *** search
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
- #include "shared.fx"
- #include "lighting.fx"
- #include "fog.fx"
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
- struct CVertexShaderInput
- {
- float4 Position : POSITION;
- };
-
- //------------------------------------------------------------------------------------------------------
-
- struct CVertexShaderOutput
- {
- float4 Position : POSITION;
- };
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
- CVertexShaderOutput Null_Material (const CVertexShaderInput input);
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
- CVertexShaderOutput Null_Material (const CVertexShaderInput input)
- {
- CVertexShaderOutput output;
-
- // output position into world+view+projection space
- output.Position = mul (input.Position,WorldCameraProjection);
-
- return output;
- }
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
-
- technique tech1
- <
- int TechniqueIndex = 0;
- int DeviceType = HWSHADER_ONLY;
- int LightingType = INTEGRATED_LIGHTING;
- string RenderingType = "Standard";
- >
- {
- pass pass1
- {
- TextureFactor = <SpecularColor>;
- CullMode = CW;
- ZEnable = true;
- ZFunc = ALWAYS;
- ZWriteEnable = false;
- AlphaBlendEnable = true;
- SrcBlend = SRCALPHA;
- DestBlend = INVSRCALPHA;
- ColorArg1[0] = TFACTOR;
- ColorOp[0] = SELECTARG1;
- AlphaArg1[0] = TFACTOR;
- AlphaOp[0] = SELECTARG1;
-
- VertexShader = compile vs_1_1 Null_Material();
-
- PixelShader = NULL;
- }
- }
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
- technique tech2_TnL
- <
- int TechniqueIndex = 0;
- int DeviceType = TNL_ONLY;
- int LightingType = INTEGRATED_LIGHTING;
- string RenderingType = "Standard";
- >
- {
- pass pass1
- {
- WorldTransform[0] = <WorldCameraProjection>;
- IndexedVertexBlendEnable = false;
-
- ColorArg1[0] = DIFFUSE;
- ColorOp[0] = SELECTARG1;
- AlphaArg1[0] = DIFFUSE;
- AlphaOp[0] = SELECTARG1;
- ColorOp[1] = DISABLE;
- AlphaOp[1] = DISABLE;
-
- CullMode = CW;
- ZEnable = true;
- ZFunc = ALWAYS;
- ZWriteEnable = false;
- AlphaBlendEnable = true;
- SrcBlend = SRCALPHA;
- DestBlend = INVSRCALPHA;
-
- VertexShader = NULL;
- PixelShader = NULL;
- }
- }
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
-
- #include "mesh_shadow.fx"
- #include "mesh_shadow_projector.fx"
-
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------
- //------------------------------------------------------------------------------------------------------