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- cbuffer SkinningTransforms
- {
- matrix WorldMatrix;
- matrix ViewProjMatrix;
- };
- //--------------------------------------------------------------------------------
- // Inter-stage structures
- //--------------------------------------------------------------------------------
- struct VS_INPUT
- {
- float3 position : POSITION;
- int4 bone : BONEID;
- float4 weights : BONEWEIGHT;
- float3 normal : NORMAL;
- float3 tangent : TANGENT;
- float2 tex : TEXCOORD;
- };
- //--------------------------------------------------------------------------------
- struct VS_OUTPUT
- {
- float4 position : SV_Position;
- float3 normal : NORMAL;
- float3 light : LIGHT;
- float2 tex : TEXCOORDS;
- };
- Texture2D ColorTexture : register( t0 );
- SamplerState LinearSampler : register( s0 );
- //--------------------------------------------------------------------------------
- VS_OUTPUT VSMAIN( in VS_INPUT input )
- {
- VS_OUTPUT output;
- //Transform vertex and pass them to the pixel shader
- return output;
- }
- //--------------------------------------------------------------------------------
- float4 PSMAIN( in VS_OUTPUT input ) : SV_Target
- {
- // Calculate the lighting
- float3 n = normalize( input.normal );
- float3 l = normalize( input.light );
- float4 texColor = ColorTexture.Sample( LinearSampler, input.tex );
- float4 color = texColor * (max(dot(n,l),0) + 0.05f );
- return( color );
- }
- 106:(obj:4) ID3D11Device::CreateDepthStencilView(obj:24,NULL,obj:25)*
- 108:(obj:5) ID3D11DeviceContext::OMSetRenderTargets(8,{obj:1,NULL,NULL,NULL,NULL,NULL,NULL,NULL},obj:25)*
- 109:(obj:5) ID3D11DeviceContext::ClearRenderTargetView(obj:1,addr:21)*
- 111:(obj:5) ID3D11DeviceContext::ClearDepthStencilView(obj:25,1,1.000f,0)*
- 119:(obj:4) ID3D11Device::CreateSamplerState(addr:24,obj:27)*
- 134:(obj:4) ID3D11Device::CreatePixelShader(addr:27,21056,NULL,obj:30)*
- 135:CreateObject(D3D11 Pixel Shader,obj:30)
- 136:(obj:5) ID3D11DeviceContext::PSSetShader(obj:30,NULL,0)*
- 137:(obj:5) ID3D11DeviceContext::PSSetSamplers(0,1,{obj:27})*
- 139:(obj:4) ID3D11Device::CreateTexture2D(addr:28,addr:5,obj:31)*
- 140:CreateObject(D3D11 Texture2D,obj:31)
- 142:(obj:4) ID3D11Device::CreateShaderResourceView(obj:31,NULL,obj:32)*
- 143:CreateObject(D3D11 Shader Resource View,obj:32)
- 144:(obj:5) ID3D11DeviceContext::PSSetShaderResources(0,1,{obj:32})*
- 146:(obj:4) ID3D11Device::CreateRasterizerState(addr:29,obj:33)*
- 147:CreateObject(D3D11 Rasterizer State,obj:33)
- 152:(obj:5) ID3D11DeviceContext::RSSetState(obj:33)*
- 154:(obj:5) ID3D11DeviceContext::RSSetViewports(1,addr:30)*
- 156:(obj:4) ID3D11Device::CreateBlendState(addr:11,obj:34)*
- 157:CreateObject(D3D11 Blend State,obj:34)
- 159:(obj:5) ID3D11DeviceContext::OMSetBlendState(obj:34,addr:31,-1)*
- 162:(obj:4) ID3D11Device::CreateDepthStencilState(addr:32,obj:35)*
- 163:CreateObject(D3D11 Depth-Stencil State,obj:35)
- 165:(obj:5) ID3D11DeviceContext::OMSetDepthStencilState(obj:35,0)*
- float4 color = texColor * (max(dot(n,l),0) + 0.05f );
- // At this point color.a could be zero which will make things transparent
- color.a = 1.0; // Could also use texColor.a
- return( color );
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