template project, first version
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119
DirectXTK/Src/Shaders/DualTextureEffect.fx
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119
DirectXTK/Src/Shaders/DualTextureEffect.fx
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Texture2 : register(t1);
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sampler Sampler : register(s0);
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sampler Sampler2 : register(s1);
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cbuffer Parameters : register(b0)
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{
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float4 DiffuseColor : packoffset(c0);
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float3 FogColor : packoffset(c1);
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float4 FogVector : packoffset(c2);
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float4x4 WorldViewProj : packoffset(c3);
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};
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#include "Structures.fxh"
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#include "Common.fxh"
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// Vertex shader: basic.
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VSOutputTx2 VSDualTexture(VSInputTx2 vin)
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{
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VSOutputTx2 vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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return vout;
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}
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// Vertex shader: no fog.
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VSOutputTx2NoFog VSDualTextureNoFog(VSInputTx2 vin)
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{
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VSOutputTx2NoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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return vout;
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}
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// Vertex shader: vertex color.
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VSOutputTx2 VSDualTextureVc(VSInputTx2Vc vin)
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{
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VSOutputTx2 vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: vertex color, no fog.
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VSOutputTx2NoFog VSDualTextureVcNoFog(VSInputTx2Vc vin)
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{
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VSOutputTx2NoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Pixel shader: basic.
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float4 PSDualTexture(PSInputTx2 pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord);
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float4 overlay = Texture2.Sample(Sampler2, pin.TexCoord2);
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color.rgb *= 2;
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color *= overlay * pin.Diffuse;
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader: no fog.
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float4 PSDualTextureNoFog(PSInputTx2NoFog pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord);
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float4 overlay = Texture2.Sample(Sampler2, pin.TexCoord2);
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color.rgb *= 2;
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color *= overlay * pin.Diffuse;
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return color;
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}
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