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- /***************************************************************************************
- * This shader was generated by a tool; any changes made to this file may be lost
- * Axiom Fixed Function Emulation Layer
- * Vertex Program Entry Point : VS
- * Fragment Program Entry Point : FP
- * Vertex Buffer Delcaration : Float3 Position0;
- Float3 Normal0;
- Float2 TexCoords0;
- * Fixed Function State : Axiom.RenderSystems.Xna.FixedFunctionEmulation.FixedFunctionState
- ***************************************************************************************/
- struct VS_INPUT
- {
- float4 Position0 : POSITION0;
- float3 Normal0 : NORMAL0;
- float2 Texcoord0 : TEXCOORD0;
- };
- float4x4 World;
- float4x4 View;
- float4x4 Projection;
- float4x4 ViewIT;
- float4x4 WorldViewIT;
- shared float4x4 TextureMatrix0; //technique: None
- float4 BaseLightAmbient;
- float4 MaterialAmbient=float4(1,1,1,1);
- float4 MaterialDiffuse=float4(1,1,1,1);
- float4 MaterialSpecular=(float4)0;
- struct VS_OUTPUT
- {
- float4 Pos : POSITION;
- float2 Texcoord0 : TEXCOORD0;
- float4 Color: COLOR0;
- float4 ColorSpec: COLOR1;
- };
- VS_OUTPUT VS( VS_INPUT input )
- {
- VS_OUTPUT output = (VS_OUTPUT)0;
- float4 worldPos = mul( World, input.Position0);
- float4 cameraPos = mul( View, worldPos );
- output.Pos = mul( Projection, cameraPos );
- float3 Normal = input.Normal0;
- //debug info : texture stage 0 coordindex: 0
- {
- float4 texCordWithMatrix = float4(input.Texcoord0, 1, 1);
- texCordWithMatrix = mul(texCordWithMatrix, TextureMatrix0 );
- output.Texcoord0 = texCordWithMatrix.xy;
- }
- output.ColorSpec =MaterialSpecular;
- output.Color = MaterialAmbient;
- return output;
- }
- sampler2D Texture0 : register(s0);
- float4 FP( VS_OUTPUT input ) : COLOR
- {
- float4 finalColor= input.Color + input.ColorSpec;
- {
- float4 texColor=float4(1.0,1.0,1.0,1.0);
- texColor = tex2D(Texture0, input.Texcoord0);
- float4 source1 = texColor;
- float4 source2 = finalColor;
- finalColor = source1 * source2;
- }
- return finalColor;
- }
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