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| 1 | //----------------------------------------------------------------------- | |
| 2 | //-- Settings | |
| 3 | //----------------------------------------------------------------------- | |
| 4 | - | float3 theColorYouWant; |
| 4 | + | float4 theColorYouWant; |
| 5 | ||
| 6 | //--------------------------------------------------------------------- | |
| 7 | // Include some common stuff | |
| 8 | //--------------------------------------------------------------------- | |
| 9 | #include "mta-helper.fx" | |
| 10 | ||
| 11 | //----------------------------------------------------------------------- | |
| 12 | //-- Sampler for the new texture | |
| 13 | //----------------------------------------------------------------------- | |
| 14 | sampler Sampler0 = sampler_state | |
| 15 | {
| |
| 16 | Texture = (gTexture0); | |
| 17 | }; | |
| 18 | ||
| 19 | //----------------------------------------------------------------------- | |
| 20 | //-- Structure of data sent to the vertex shader | |
| 21 | //----------------------------------------------------------------------- | |
| 22 | struct VSInput | |
| 23 | {
| |
| 24 | float3 Position : POSITION0; | |
| 25 | float3 Normal : NORMAL0; | |
| 26 | float4 Diffuse : COLOR0; | |
| 27 | float2 TexCoord : TEXCOORD0; | |
| 28 | }; | |
| 29 | ||
| 30 | //----------------------------------------------------------------------- | |
| 31 | //-- Structure of data sent to the pixel shader ( from the vertex shader ) | |
| 32 | //----------------------------------------------------------------------- | |
| 33 | struct PSInput | |
| 34 | {
| |
| 35 | float4 Position : POSITION0; | |
| 36 | float4 Diffuse : COLOR0; | |
| 37 | float2 TexCoord : TEXCOORD0; | |
| 38 | }; | |
| 39 | ||
| 40 | ||
| 41 | //-------------------------------------------------------------------------------------------- | |
| 42 | //-- VertexShaderFunction | |
| 43 | //-- 1. Read from VS structure | |
| 44 | //-- 2. Process | |
| 45 | //-- 3. Write to PS structure | |
| 46 | //-------------------------------------------------------------------------------------------- | |
| 47 | PSInput VertexShaderFunction(VSInput VS) | |
| 48 | {
| |
| 49 | PSInput PS = (PSInput)0; | |
| 50 | ||
| 51 | //-- Calculate screen pos of vertex | |
| 52 | PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); | |
| 53 | ||
| 54 | //-- Pass through tex coord | |
| 55 | PS.TexCoord = VS.TexCoord; | |
| 56 | ||
| 57 | //-- Calculate GTA lighting for buildings | |
| 58 | PS.Diffuse = MTACalcGTABuildingDiffuse( VS.Diffuse ); | |
| 59 | ||
| 60 | return PS; | |
| 61 | } | |
| 62 | ||
| 63 | ||
| 64 | //-------------------------------------------------------------------------------------------- | |
| 65 | //-- PixelShaderFunction | |
| 66 | //-- 1. Read from PS structure | |
| 67 | //-- 2. Process | |
| 68 | //-- 3. Return pixel color | |
| 69 | //-------------------------------------------------------------------------------------------- | |
| 70 | float4 PixelShaderFunction(PSInput PS) : COLOR0 | |
| 71 | {
| |
| 72 | //-- Get texture pixel | |
| 73 | float4 texel = tex2D(Sampler0, PS.TexCoord); | |
| 74 | ||
| 75 | //-- Apply diffuse lighting | |
| 76 | float4 finalColor = texel * PS.Diffuse * theColorYouWant; | |
| 77 | ||
| 78 | return finalColor; | |
| 79 | } | |
| 80 | ||
| 81 | ||
| 82 | //-------------------------------------------------------------------------------------------- | |
| 83 | //-- Techniques | |
| 84 | //-------------------------------------------------------------------------------------------- | |
| 85 | technique tec | |
| 86 | {
| |
| 87 | pass P0 | |
| 88 | {
| |
| 89 | VertexShader = compile vs_2_0 VertexShaderFunction(); | |
| 90 | PixelShader = compile ps_2_0 PixelShaderFunction(); | |
| 91 | } | |
| 92 | } | |
| 93 | ||
| 94 | //-- Fallback | |
| 95 | technique fallback | |
| 96 | {
| |
| 97 | pass P0 | |
| 98 | {
| |
| 99 | //-- Replace texture | |
| 100 | Texture[0] = gTexture0; | |
| 101 | ||
| 102 | //-- Leave the rest of the states to the default settings | |
| 103 | } | |
| 104 | } |