Debug.fx 5.9 KB

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  1. //////////////////////////////////////////////////////////////////////////////
  2. // ©2005 Electronic Arts Inc
  3. //
  4. // FX Shader for shadow map debugging
  5. //////////////////////////////////////////////////////////////////////////////
  6. #include "Common.fxh"
  7. SAMPLER_2D_BEGIN( ShadowMap,
  8. string SasBindAddress = "Sas.Shadow[0].ShadowMap";
  9. )
  10. MinFilter = Point;
  11. MagFilter = Point;
  12. MipFilter = Point;
  13. AddressU = Clamp;
  14. AddressV = Clamp;
  15. SAMPLER_2D_END
  16. float4 FlatColorOverride
  17. <
  18. string UIWidget = "None";
  19. string SasBindAddress = "WW3D.FlatColor";
  20. int WW3DDynamicSet = DS_CUSTOM_FIRST;
  21. >;
  22. // ----------------------------------------------------------------------------
  23. // Transformations
  24. // ----------------------------------------------------------------------------
  25. float4x4 WorldViewProjection : WorldViewProjection;
  26. // ----------------------------------------------------------------------------
  27. struct VSOutput_Texture1
  28. {
  29. float4 Position : POSITION;
  30. float2 BaseTexCoord : TEXCOORD0;
  31. };
  32. // ----------------------------------------------------------------------------
  33. struct VSOutput_FlatColor
  34. {
  35. float4 Position : POSITION;
  36. float4 DiffuseColor : COLOR0;
  37. };
  38. // ----------------------------------------------------------------------------
  39. VSOutput_Texture1 VS_ShadowMap(float3 Position : POSITION, float2 TexCoord0 : TEXCOORD0)
  40. {
  41. VSOutput_Texture1 Out;
  42. Out.Position = float4(Position, 1);
  43. Out.BaseTexCoord = TexCoord0;
  44. return Out;
  45. }
  46. // ----------------------------------------------------------------------------
  47. VSOutput_FlatColor VS_FlatColor(float3 Position : POSITION, float4 color : COLOR0 )
  48. {
  49. VSOutput_FlatColor Out;
  50. Out.Position = mul(float4(Position, 1), WorldViewProjection);
  51. Out.DiffuseColor = color;
  52. return Out;
  53. }
  54. // ----------------------------------------------------------------------------
  55. VSOutput_FlatColor VS_FlatColorOveride(float3 Position : POSITION )
  56. {
  57. VSOutput_FlatColor Out;
  58. Out.Position = mul(float4(Position, 1), WorldViewProjection);
  59. Out.DiffuseColor = FlatColorOverride;
  60. return Out;
  61. }
  62. // ----------------------------------------------------------------------------
  63. VSOutput_FlatColor VS_Box(float3 Position : POSITION, float3 Normal : NORMAL,
  64. float4 color : COLOR0 )
  65. {
  66. VSOutput_FlatColor Out;
  67. Out.Position = mul(float4(Position, 1), WorldViewProjection);
  68. Out.DiffuseColor = color;
  69. Out.DiffuseColor.xyz
  70. = saturate(dot(Normal, float3(0.5, 0.25, 0.5))) * float3(0.8, 0.7, 0.2)
  71. + saturate(dot(Normal, -float3(0.5, 0.25, 0.5))) * float3(0.0, 0.3, 0.9);
  72. return Out;
  73. }
  74. // ----------------------------------------------------------------------------
  75. float4 PS_ShadowMap(VSOutput_Texture1 In) : COLOR
  76. {
  77. float4 color = (float)tex2D( SAMPLER(ShadowMap), In.BaseTexCoord);
  78. return color;
  79. }
  80. // ----------------------------------------------------------------------------
  81. float4 PS_FlatColor(VSOutput_FlatColor In) : COLOR
  82. {
  83. // Get vertex color
  84. float4 color = In.DiffuseColor;
  85. return color;
  86. }
  87. // ----------------------------------------------------------------------------
  88. technique DisplayShadowMap
  89. {
  90. pass P0
  91. {
  92. VertexShader = compile VS_2_0 VS_ShadowMap();
  93. PixelShader = compile PS_2_0 PS_ShadowMap();
  94. ZEnable = false;
  95. ZWriteEnable = false;
  96. CullMode = None;
  97. AlphaBlendEnable = false;
  98. AlphaTestEnable = false;
  99. }
  100. }
  101. // ----------------------------------------------------------------------------
  102. technique DebugIcons_Regular
  103. {
  104. pass P0
  105. {
  106. VertexShader = compile VS_2_0 VS_FlatColor();
  107. PixelShader = compile PS_2_0 PS_FlatColor();
  108. ZEnable = false;
  109. ZFunc = LessEqual;
  110. ZWriteEnable = false;
  111. CullMode = CW;
  112. AlphaBlendEnable = true;
  113. SrcBlend = SrcAlpha;
  114. DestBlend = InvSrcAlpha;
  115. ColorWriteEnable = RGBA;
  116. AlphaTestEnable = false;
  117. }
  118. }
  119. // ----------------------------------------------------------------------------
  120. technique DebugDisplay
  121. {
  122. pass P0
  123. {
  124. VertexShader = compile VS_2_0 VS_FlatColorOveride();
  125. PixelShader = compile PS_2_0 PS_FlatColor();
  126. ZEnable = false;
  127. ZFunc = LessEqual;
  128. ZWriteEnable = false;
  129. CullMode = None;
  130. AlphaBlendEnable = false;
  131. AlphaTestEnable = false;
  132. // FogEnable = false;
  133. }
  134. }
  135. // ----------------------------------------------------------------------------
  136. technique DrawObject_Opaque
  137. {
  138. pass P0
  139. {
  140. VertexShader = compile VS_2_0 VS_FlatColor();
  141. PixelShader = compile PS_2_0 PS_FlatColor();
  142. #if !defined(EA_PLATFORM_PS3)
  143. FillMode = Solid;
  144. #endif
  145. ZEnable = false;
  146. ZWriteEnable = false;
  147. CullMode = None;
  148. AlphaBlendEnable = false;
  149. AlphaTestEnable = false;
  150. ColorWriteEnable = RGBA;
  151. }
  152. }
  153. // ----------------------------------------------------------------------------
  154. technique DrawObject_Opaque_ZTest
  155. {
  156. pass P0
  157. {
  158. VertexShader = compile VS_2_0 VS_FlatColor();
  159. PixelShader = compile PS_2_0 PS_FlatColor();
  160. #if !defined(EA_PLATFORM_PS3)
  161. FillMode = Solid;
  162. #endif
  163. ZEnable = true;
  164. ZFunc = ZFUNC_INFRONT;
  165. ZWriteEnable = false;
  166. CullMode = None;
  167. AlphaBlendEnable = false;
  168. AlphaTestEnable = false;
  169. ColorWriteEnable = RGBA;
  170. }
  171. }
  172. // ----------------------------------------------------------------------------
  173. technique DrawObject_Alpha
  174. {
  175. pass P0
  176. {
  177. VertexShader = compile VS_2_0 VS_FlatColor();
  178. PixelShader = compile PS_2_0 PS_FlatColor();
  179. #if !defined(EA_PLATFORM_PS3)
  180. FillMode = Solid;
  181. #endif
  182. ZEnable = false;
  183. ZWriteEnable = false;
  184. CullMode = None;
  185. AlphaBlendEnable = true;
  186. SrcBlend = SrcAlpha;
  187. DestBlend = InvSrcAlpha;
  188. AlphaTestEnable = false;
  189. ColorWriteEnable = RGBA;
  190. }
  191. }
  192. // ----------------------------------------------------------------------------
  193. technique CollisionBox
  194. {
  195. pass P0
  196. {
  197. VertexShader = compile VS_2_0 VS_Box();
  198. PixelShader = compile PS_2_0 PS_FlatColor();
  199. #if !defined(EA_PLATFORM_PS3)
  200. FillMode = Solid;
  201. #endif
  202. ZEnable = true;
  203. ZFunc = ZFUNC_INFRONT;
  204. ZWriteEnable = false;
  205. CullMode = None;
  206. AlphaBlendEnable = true;
  207. SrcBlend = SrcAlpha;
  208. DestBlend = InvSrcAlpha;
  209. AlphaTestEnable = false;
  210. ColorWriteEnable = RGBA;
  211. }
  212. }