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/*
* 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.
*/
float4 pixelShaderFunction(PixelShaderInput input): COLOR {
return tex2D(texSampler0, input.texcoord);
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor
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