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- //--------------------------------------------------------------------------------------
- // GameCode4_VSMain_VS.hlsl - The vertex shader file 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 cbMatrices : register( b0 )
- {
- matrix g_mWorldViewProjection : packoffset( c0 );
- matrix g_mWorld : packoffset( c4 );
- };
- cbuffer cbLights : register( b1 )
- {
- float4 g_LightDiffuse[8]; // Light's diffuse color - we can support up to eight lights with this shader.
- float4 g_LightDir[8]; // Light's direction in world space
- float4 g_fAmbient;
- int g_nNumLights;
- };
- cbuffer cbObjectColors : register( b2 )
- {
- float4 g_vDiffuseObjectColor : packoffset( c0 );
- float4 g_vAmbientObjectColor : packoffset( c1 );
- bool g_bHasTexture : packoffset( c2.x );
- };
- //--------------------------------------------------------------------------------------
- // Input / Output structures
- //--------------------------------------------------------------------------------------
- struct VS_INPUT
- {
- float4 vPosition : POSITION;
- float3 vNormal : NORMAL;
- float2 vTexcoord : TEXCOORD0;
- };
- struct VS_OUTPUT
- {
- float4 vDiffuse : COLOR0;
- float2 vTexcoord : TEXCOORD0;
- float4 vPosition : SV_POSITION;
- };
- //--------------------------------------------------------------------------------------
- // Vertex Shader
- //--------------------------------------------------------------------------------------
- VS_OUTPUT GameCode4_VSMain( VS_INPUT Input )
- {
- VS_OUTPUT Output;
-
- float3 vNormalWorldSpace;
- float dotProduct;
- float4 dottedLightColor;
- Output.vPosition = mul( Input.vPosition, g_mWorldViewProjection );
- vNormalWorldSpace = mul( Input.vNormal, (float3x3)g_mWorld );
- Output.vTexcoord = Input.vTexcoord;
- // Compute simple directional lighting equation
- float4 vTotalLightDiffuse = float4(0,0,0,0);
- for(int i=0; i<g_nNumLights; i++ )
- {
- dotProduct = dot(vNormalWorldSpace, g_LightDir[i]);
- dotProduct = max(0, dotProduct);
- dottedLightColor = g_LightDiffuse[i] * dotProduct;
- vTotalLightDiffuse += dottedLightColor;
- }
- Output.vDiffuse.rgb = g_vDiffuseObjectColor * vTotalLightDiffuse +
- g_vAmbientObjectColor * g_fAmbient;
- Output.vDiffuse.a = g_vDiffuseObjectColor.a;
-
- return Output;
- }
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