Debug.fx 6.0 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( BaseTexture,
  8. string UIName = "Base Texture";
  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. float4x3 World : World;
  27. float4x3 ViewI : ViewInverse;
  28. float Time : Time;
  29. // ----------------------------------------------------------------------------
  30. struct VSOutput_Texture1
  31. {
  32. float4 Position : POSITION;
  33. float2 BaseTexCoord : TEXCOORD0;
  34. };
  35. // ----------------------------------------------------------------------------
  36. struct VSOutput_FlatColor
  37. {
  38. float4 Position : POSITION;
  39. float4 DiffuseColor : COLOR0;
  40. };
  41. // ----------------------------------------------------------------------------
  42. VSOutput_Texture1 VS_ShadowMap(float3 Position : POSITION, float2 TexCoord0 : TEXCOORD0)
  43. {
  44. VSOutput_Texture1 Out;
  45. Out.Position = float4(Position, 1);
  46. Out.BaseTexCoord = TexCoord0;
  47. return Out;
  48. }
  49. // ----------------------------------------------------------------------------
  50. VSOutput_FlatColor VS_FlatColor(float3 Position : POSITION, float4 color : COLOR0 )
  51. {
  52. VSOutput_FlatColor Out;
  53. Out.Position = mul(float4(Position, 1), WorldViewProjection);
  54. Out.DiffuseColor = color;
  55. return Out;
  56. }
  57. // ----------------------------------------------------------------------------
  58. VSOutput_FlatColor VS_FlatColorOveride(float3 Position : POSITION )
  59. {
  60. VSOutput_FlatColor Out;
  61. Out.Position = mul(float4(Position, 1), WorldViewProjection);
  62. Out.DiffuseColor = FlatColorOverride;
  63. return Out;
  64. }
  65. // ----------------------------------------------------------------------------
  66. VSOutput_FlatColor VS_Box(float3 Position : POSITION, float3 Normal : NORMAL,
  67. float4 color : COLOR0 )
  68. {
  69. VSOutput_FlatColor Out;
  70. Out.Position = mul(float4(Position, 1), WorldViewProjection);
  71. Out.DiffuseColor = color;
  72. Out.DiffuseColor.xyz
  73. = saturate(dot(Normal, float3(0.5, 0.25, 0.5))) * float3(0.8, 0.7, 0.2)
  74. + saturate(dot(Normal, -float3(0.5, 0.25, 0.5))) * float3(0.0, 0.3, 0.9);
  75. return Out;
  76. }
  77. // ----------------------------------------------------------------------------
  78. float4 PS_Texture1(VSOutput_Texture1 In) : COLOR
  79. {
  80. float4 color = (float)tex2D( SAMPLER(BaseTexture), In.BaseTexCoord);
  81. return color;
  82. }
  83. // ----------------------------------------------------------------------------
  84. float4 PS_FlatColor(VSOutput_FlatColor In) : COLOR
  85. {
  86. // Get vertex color
  87. float4 color = In.DiffuseColor;
  88. return color;
  89. }
  90. // ----------------------------------------------------------------------------
  91. technique DisplayShadowMap
  92. {
  93. pass P0
  94. {
  95. VertexShader = compile VS_VERSION_LOW VS_ShadowMap();
  96. PixelShader = compile PS_VERSION_LOW PS_Texture1();
  97. ClipPlaneEnable = 0;
  98. ZEnable = false;
  99. ZWriteEnable = false;
  100. CullMode = None;
  101. AlphaBlendEnable = false;
  102. AlphaTestEnable = false;
  103. }
  104. }
  105. // ----------------------------------------------------------------------------
  106. technique DebugIcons_Regular
  107. {
  108. pass P0
  109. {
  110. VertexShader = compile VS_VERSION_LOW VS_FlatColor();
  111. PixelShader = compile PS_VERSION_LOW PS_FlatColor();
  112. ClipPlaneEnable = 0;
  113. ZEnable = false;
  114. ZFunc = LessEqual;
  115. ZWriteEnable = false;
  116. CullMode = CW;
  117. AlphaBlendEnable = true;
  118. SrcBlend = SrcAlpha;
  119. DestBlend = InvSrcAlpha;
  120. ColorWriteEnable = RGBA;
  121. AlphaTestEnable = false;
  122. }
  123. }
  124. // ----------------------------------------------------------------------------
  125. technique DebugDisplay
  126. {
  127. pass P0
  128. {
  129. VertexShader = compile VS_VERSION_LOW VS_FlatColorOveride();
  130. PixelShader = compile PS_VERSION_LOW PS_FlatColor();
  131. ClipPlaneEnable = 0;
  132. ZEnable = false;
  133. ZFunc = LessEqual;
  134. ZWriteEnable = false;
  135. CullMode = None;
  136. AlphaBlendEnable = false;
  137. AlphaTestEnable = false;
  138. // FogEnable = false;
  139. }
  140. }
  141. // ----------------------------------------------------------------------------
  142. technique DrawObject_Opaque
  143. {
  144. pass P0
  145. {
  146. VertexShader = compile VS_VERSION_LOW VS_FlatColor();
  147. PixelShader = compile PS_VERSION_LOW PS_FlatColor();
  148. FillMode = Solid;
  149. ClipPlaneEnable = 0;
  150. ZEnable = false;
  151. ZWriteEnable = false;
  152. CullMode = None;
  153. AlphaBlendEnable = false;
  154. AlphaTestEnable = false;
  155. ColorWriteEnable = RGBA;
  156. }
  157. }
  158. // ----------------------------------------------------------------------------
  159. technique DrawObject_Opaque_ZTest
  160. {
  161. pass P0
  162. {
  163. VertexShader = compile VS_VERSION_LOW VS_FlatColor();
  164. PixelShader = compile PS_VERSION_LOW PS_FlatColor();
  165. FillMode = Solid;
  166. ClipPlaneEnable = 0;
  167. ZEnable = true;
  168. ZFunc = ZFUNC_INFRONT;
  169. ZWriteEnable = false;
  170. CullMode = None;
  171. AlphaBlendEnable = false;
  172. AlphaTestEnable = false;
  173. ColorWriteEnable = RGBA;
  174. }
  175. }
  176. // ----------------------------------------------------------------------------
  177. technique DrawObject_Alpha
  178. {
  179. pass P0
  180. {
  181. VertexShader = compile VS_VERSION_LOW VS_FlatColor();
  182. PixelShader = compile PS_VERSION_LOW PS_FlatColor();
  183. FillMode = Solid;
  184. ClipPlaneEnable = 0;
  185. ZEnable = false;
  186. ZWriteEnable = false;
  187. CullMode = None;
  188. AlphaBlendEnable = true;
  189. SrcBlend = SrcAlpha;
  190. DestBlend = InvSrcAlpha;
  191. AlphaTestEnable = false;
  192. ColorWriteEnable = RGBA;
  193. }
  194. }
  195. // ----------------------------------------------------------------------------
  196. technique CollisionBox
  197. {
  198. pass P0
  199. {
  200. VertexShader = compile VS_VERSION_LOW VS_Box();
  201. PixelShader = compile PS_VERSION_LOW PS_FlatColor();
  202. FillMode = Solid;
  203. ClipPlaneEnable = 0;
  204. ZEnable = true;
  205. ZFunc = ZFUNC_INFRONT;
  206. ZWriteEnable = false;
  207. CullMode = None;
  208. AlphaBlendEnable = true;
  209. SrcBlend = SrcAlpha;
  210. DestBlend = InvSrcAlpha;
  211. AlphaTestEnable = false;
  212. ColorWriteEnable = RGBA;
  213. }
  214. }