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- //simple shader to clip any pixels with a Z coordinate below the water plane
- //handles 2 directional lights and ambient
- //must be used with clipZ_lit.psh
- //Luke Lenhart
- //(C)2004-2005 Digipen Institute of Technology
-
- //world,view,projection transform
- float4x4 matWorldViewProj;
- float4x4 matWorld;
-
- //2 directional lights
- float4 l1Direction;
- float4 l1Color;
-
- float4 l2Direction;
- float4 l2Color;
-
- //ambient light
- float4 lAmbient;
-
- //shader input
- struct VS_INPUT
- {
- float4 Pos : POSITION;
- float4 Normal : NORMAL;
- float2 Tex0 : TEXCOORD0;
- };
-
- //shader output
- struct VS_OUTPUT
- {
- float4 Pos0 : POSITION;
- float4 Pos1 : TEXCOORD1;
- float2 Tex0 : TEXCOORD0;
- float4 Color : COLOR;
- };
-
- //shader code
- VS_OUTPUT VShader(VS_INPUT In)
- {
- VS_OUTPUT Out;
-
- //calc colors from directional lights
- float4 l1Contrib=dot(-In.Normal,l1Direction)*l1Color;
- l1Contrib=saturate(l1Contrib);
-
- float4 l2Contrib=dot(-In.Normal,l2Direction)*l2Color;
- l2Contrib=saturate(l2Contrib);
-
- Out.Color=l1Contrib + l2Contrib + lAmbient;
- Out.Color.a=1.0f;
-
- //copy tex coord
- Out.Tex0=In.Tex0;
-
- //calc transformed position
- Out.Pos0=mul(matWorldViewProj,In.Pos);
- Out.Pos1=mul(matWorld,In.Pos);
-
- //spit out the results
- return Out;
- }
-