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-rw-r--r--Plugins/MonoGame.Extended/source/MonoGame.Extended.Graphics/Effects/Resources/DefaultEffect.fx72
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); \ No newline at end of file