//-------------------------------------------------------------------------------------- // File: GameCode4_PS.hlsl - the pixel shader for GameCode4 (D3D11 renderer) // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Globals //-------------------------------------------------------------------------------------- cbuffer cbObjectColors : register( b0 ) { float4 g_vDiffuseObjectColor : packoffset( c0 ); float4 g_vAmbientObjectColor : packoffset( c1 ); bool g_bHasTexture : packoffset( c2.x ); }; //-------------------------------------------------------------------------------------- // Textures and Samplers //-------------------------------------------------------------------------------------- Texture2D g_txDiffuse : register( t0 ); SamplerState g_samLinear : register( s0 ); //-------------------------------------------------------------------------------------- // Input / Output structures //-------------------------------------------------------------------------------------- struct PS_INPUT { float4 vDiffuse : COLOR0; float2 vTexcoord : TEXCOORD0; }; //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float4 GameCode4_PSMain( PS_INPUT Input ) : SV_TARGET { float4 vOutputColor; if (g_bHasTexture) vOutputColor = g_txDiffuse.Sample( g_samLinear, Input.vTexcoord ) * Input.vDiffuse; else vOutputColor = Input.vDiffuse; return vOutputColor; }