// 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; }; // Matrix for final transformation float4x4 worldviewproj; // Texture input texture texture1; // Filter settings dword minfiltersettings; dword magfiltersettings; // Texture sampler settings sampler2D texturesamp = sampler_state { Texture = ; MagFilter = magfiltersettings; MinFilter = minfiltersettings; MipFilter = magfiltersettings; AddressU = Wrap; AddressV = Wrap; MipMapLodBias = 0.0f; }; // 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 return tcolor * pd.color; } // Technique for shader model 2.0 technique SM20 { pass p0 { VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }