GameCode4_PS.hlsl 3.2 KB

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  1. //--------------------------------------------------------------------------------------
  2. // File: GameCode4_PS.hlsl - the pixel shader for GameCode4 (D3D11 renderer)
  3. //
  4. // Part of the GameCode4 Application
  5. //
  6. // GameCode4 is the sample application that encapsulates much of the source code
  7. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  8. // "Rez" Graham, published by Charles River Media.
  9. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  10. //
  11. // If this source code has found it's way to you, and you think it has helped you
  12. // in any way, do the authors a favor and buy a new copy of the book - there are
  13. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  14. // by clicking here:
  15. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  16. //
  17. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  18. //
  19. // The source code is managed and maintained through Google Code:
  20. // http://code.google.com/p/gamecode4/
  21. //
  22. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  23. //
  24. // This program is free software; you can redistribute it and/or
  25. // modify it under the terms of the GNU Lesser GPL v3
  26. // as published by the Free Software Foundation.
  27. //
  28. // This program is distributed in the hope that it will be useful,
  29. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  30. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  31. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  32. //
  33. // You should have received a copy of the GNU Lesser GPL v3
  34. // along with this program; if not, write to the Free Software
  35. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  36. //
  37. //--------------------------------------------------------------------------------------
  38. //--------------------------------------------------------------------------------------
  39. // Globals
  40. //--------------------------------------------------------------------------------------
  41. cbuffer cbObjectColors : register( b0 )
  42. {
  43. float4 g_vDiffuseObjectColor : packoffset( c0 );
  44. float4 g_vAmbientObjectColor : packoffset( c1 );
  45. bool g_bHasTexture : packoffset( c2.x );
  46. };
  47. //--------------------------------------------------------------------------------------
  48. // Textures and Samplers
  49. //--------------------------------------------------------------------------------------
  50. Texture2D g_txDiffuse : register( t0 );
  51. SamplerState g_samLinear : register( s0 );
  52. //--------------------------------------------------------------------------------------
  53. // Input / Output structures
  54. //--------------------------------------------------------------------------------------
  55. struct PS_INPUT
  56. {
  57. float4 vDiffuse : COLOR0;
  58. float2 vTexcoord : TEXCOORD0;
  59. };
  60. //--------------------------------------------------------------------------------------
  61. // Pixel Shader
  62. //--------------------------------------------------------------------------------------
  63. float4 GameCode4_PSMain( PS_INPUT Input ) : SV_TARGET
  64. {
  65. float4 vOutputColor;
  66. if (g_bHasTexture)
  67. vOutputColor = g_txDiffuse.Sample( g_samLinear, Input.vTexcoord ) * Input.vDiffuse;
  68. else
  69. vOutputColor = Input.vDiffuse;
  70. return vOutputColor;
  71. }