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- float4x4 WorldViewProjection;
- float4x4 ShadowViewProjection;
- float4x4 TextureMatrix;
-
- texture AlphaTexture;
- texture DiffuseTexture;
- texture ShadowTexture;
- texture CloudsTexture;
- texture FogOfWar;
-
- float3 LightDirection = { 0.0f, 0.0f, 0.0f };
- float3 SunColor = { 1., 0.86, .70 };//, 1.0 };
- float3 Ambient = { 0.24, 0.12, 0.04 };//, 1.0 };
- float4 FogScale = { 0.001953125, 0.001953125, 0.001953125, 0.001953125 };
- float4 ZBias = { 0.0, 0.0, 0.0, 0.003 };
- float4 ShadowOffset;
- float4 CloudUVShift = { 0.0, 0.0, 0.0, 0.0 };
- float4 CloudScale = { 0.01, 0.01, 0.01, 0.01 };
-
- technique Technique0
- {
- pass Pass0
- {
- Texture[0] = (DiffuseTexture);
-
- ColorOp[0] = MODULATE;
- ColorArg1[0] = TEXTURE;
- ColorArg2[0] = DIFFUSE;
-
- ColorOp[1] = MODULATE;
- ColorArg1[1] = TEXTURE;
- ColorArg2[1] = CURRENT;
-
- AlphaOp[0] = DISABLE;
- ColorOp[2] = DISABLE;
-
- Texture[1] = (FogOfWar);
-
- VertexShaderConstant[0] = <WorldViewProjection>;
- VertexShaderConstant[27] = <FogScale>;
- VertexShaderConstant[28] = <Ambient>;
- VertexShaderConstant[30] = <LightDirection>;
- VertexShaderConstant[31] = <ZBias>;
- VertexShaderConstant[32] = <SunColor>;
-
- VertexShader =
- decl
- {
- stream 0;
- float v0[3];
- float v3[3];
- float v6[2];
- }
- asm
- {
- vs_1_1
-
- dcl_position v0
- dcl_normal v3
- dcl_texcoord0 v6
-
- m4x4 oPos, v0, c0
- mul r0, v0, c27
- mov oT1.x, r0.x
- mov oT1.y, r0.z
-
- m4x4 r0, v0, c12
- mov oT0, v6
- dp3 r0, v3, c30
- mov r1, c32
- mad oD0, r0, r1, c28
- };
- PixelShader = NULL;
- }
- }
-
- technique Technique1
- {
- pass Pass0
- {
- Texture[0] = (AlphaTexture);
-
- ColorOp[0] = SELECTARG1;
- ColorArg1[0] = DIFFUSE;
-
- AlphaOp[0] = SELECTARG1;
- AlphaArg1[0] = TEXTURE;
-
- Texture[1] = (FogOfWar);
-
- ColorOp[1] = MODULATE;
- ColorArg1[1] = TEXTURE;
- ColorArg2[1] = CURRENT;
-
- AlphaOp[1] = DISABLE;
-
- Texture[2] = (DiffuseTexture);
-
- ColorOp[2] = MODULATE;
- ColorArg1[2] = CURRENT;
- ColorArg2[2] = TEXTURE;
-
- ColorOp[3] = DISABLE;
-
-
- VertexShaderConstant[0] = <WorldViewProjection>;
- VertexShaderConstant[27] = <FogScale>;
- VertexShaderConstant[30] = <LightDirection>;
- VertexShaderConstant[31] = <ZBias>;
- VertexShaderConstant[32] = <SunColor>;
- VertexShaderConstant[28] = <Ambient>;
-
- VertexShader =
- decl
- {
- stream 0;
- float v0[3];
- float v3[3];
- float v6[2];
- float v8[2];
- }
- asm
- {
- vs_1_1
-
- dcl_position v0
- dcl_normal v3
- dcl_texcoord0 v6
- dcl_texcoord1 v8
- m4x4 oPos, v0, c0
- mul r0, v0, c27
- mov oT1.x, r0.x
- mov oT1.y, r0.z
- m4x4 r0, v0, c12
- mov oT2, v6
- mov oT0, v8
- dp3 r0, v3, c30
- mov r1, c32
- mad oD0, r0, r1, c28
- };
-
- PixelShader = NULL;
- }
- }
-