UltimateZoneBuilder/Source/Resources/world3d.fx

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// 3D world rendering shader
// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
// Vertex input data
struct VertexData
{
float3 pos : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
};
// Pixel input data
struct PixelData
{
float4 pos : POSITION;
float4 color : COLOR0;
float2 uv : TEXCOORD0;
};
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// Modulation color
float4 modulatecolor;
// Matrix for final transformation
float4x4 worldviewproj;
// Texture input
texture texture1;
// Filter settings
dword minfiltersettings;
dword magfiltersettings;
// Texture sampler settings
sampler2D texturesamp = sampler_state
{
Texture = <texture1>;
MagFilter = magfiltersettings;
MinFilter = minfiltersettings;
MipFilter = magfiltersettings;
AddressU = Wrap;
AddressV = Wrap;
MipMapLodBias = 0.0f;
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};
// Vertex shader
PixelData vs_main(VertexData vd)
{
PixelData pd;
// Fill pixel data input
pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
pd.color = vd.color;
pd.uv = vd.uv;
// Return result
return pd;
}
// Pixel shader
float4 ps_main(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
// Blend texture color and vertex color
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return tcolor * pd.color * modulatecolor;
}
// Technique for shader model 2.0
technique SM20
{
pass p0
{
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}