diff options
Diffstat (limited to 'Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Effects/Resources/DefaultEffect.fx')
-rw-r--r-- | Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Effects/Resources/DefaultEffect.fx | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Effects/Resources/DefaultEffect.fx b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Effects/Resources/DefaultEffect.fx new file mode 100644 index 0000000..30a772d --- /dev/null +++ b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Effects/Resources/DefaultEffect.fx @@ -0,0 +1,72 @@ +#include "Macros.fxh" +#include "Structures.fxh" + +DECLARE_TEXTURE(Texture, 0); + +BEGIN_CONSTANTS + +float4 DiffuseColor = float4(1, 1, 1, 1); + +MATRIX_CONSTANTS + +float4x4 WorldViewProjection _vs(c0) _cb(c0); + +END_CONSTANTS + +VertexShaderOutputPosition VertexShaderFunctionPosition(VertexShaderInputPosition input) +{ + VertexShaderOutputPosition output; + output.Position = mul(input.Position, WorldViewProjection); + return output; +} + +float4 PixelShaderFunctionPosition(VertexShaderOutputPosition input) : SV_Target0 +{ + return DiffuseColor; +} + +VertexShaderOutputPositionTexture VertexShaderFunctionPositionTexture(VertexShaderInputPositionTexture input) +{ + VertexShaderOutputPositionTexture output; + output.Position = mul(input.Position, WorldViewProjection); + output.TextureCoordinate = input.TextureCoordinate; + return output; +} + +float4 PixelShaderFunctionPositionTexture(VertexShaderOutputPositionTexture input) : SV_Target0 +{ + return SAMPLE_TEXTURE(Texture, input.TextureCoordinate) * DiffuseColor; +} + +VertexShaderOutputPositionColor VertexShaderFunctionPositionColor(VertexShaderInputPositionColor input) +{ + VertexShaderOutputPositionColor output; + output.Position = mul(input.Position, WorldViewProjection); + output.Color = input.Color; + return output; +} + +float4 PixelShaderFunctionPositionColor(VertexShaderOutputPositionColor input) : SV_Target0 +{ + return input.Color * DiffuseColor; +} + +VertexShaderOutputPositionColorTexture VertexShaderFunctionPositionColorTexture(VertexShaderInputPositionColorTexture input) +{ + VertexShaderOutputPositionColorTexture output; + output.Position = mul(input.Position, WorldViewProjection); + output.Color = input.Color; + output.TextureCoordinate = input.TextureCoordinate; + return output; +} + +float4 PixelShaderFunctionPositionColorTexture(VertexShaderOutputPositionColorTexture input) : SV_Target0 +{ + float4 textureColor = SAMPLE_TEXTURE(Texture, input.TextureCoordinate); + return textureColor * input.Color * DiffuseColor; +} + +TECHNIQUE(Position, VertexShaderFunctionPosition, PixelShaderFunctionPosition); +TECHNIQUE(PositionTexture, VertexShaderFunctionPositionTexture, PixelShaderFunctionPositionTexture); +TECHNIQUE(PositionColor, VertexShaderFunctionPositionColor, PixelShaderFunctionPositionColor); +TECHNIQUE(PositionColorTexture, VertexShaderFunctionPositionColorTexture, PixelShaderFunctionPositionColorTexture);
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