/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ float4x4 worldViewProjection : WORLDVIEWPROJECTION; // The texture sampler is used to access the texture bitmap in the fragment // shader. sampler texSampler0; // input parameters for our vertex shader struct PixelShaderInput { float4 position : POSITION; float2 texcoord : TEXCOORD0; // Texture coordinates }; // input parameters for our pixel shader struct VertexShaderInput { float4 position : POSITION; float2 texcoord : TEXCOORD0; // Texture coordinates }; /** * Our vertex shader */ PixelShaderInput vertexShaderFunction(VertexShaderInput input) { PixelShaderInput output; output.position = mul(input.position, worldViewProjection); output.texcoord = input.texcoord; return output; } /** * Given the texture coordinates, our pixel shader grabs the corresponding * color from the texture. * * NOTE: GL and D3D do NOT share compatible 1 channel texture formats. * * In D3D the sampler will return * * R = channel 0 * G = const 1 * B = const 1 * A = const 1 * * In GL the sampler will return * * R = channel 0 * G = channel 0 * B = channel 0 * A = channel 0 * * What that means is only R works across platforms. G, B and A are undefined * and if you use them you'll get the wrong results. */ float4 pixelShaderFunction(PixelShaderInput input): COLOR { // ** Use only valid channels. ** ---------+ // | // V return tex2D(texSampler0, input.texcoord).rrrr; } // Here we tell our effect file *which* functions are // our vertex and pixel shaders. // #o3d VertexShaderEntryPoint vertexShaderFunction // #o3d PixelShaderEntryPoint pixelShaderFunction // #o3d MatrixLoadOrder RowMajor