From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- libraries/irrlicht-1.8/media/d3d9.hlsl | 84 ---------------------------------- 1 file changed, 84 deletions(-) delete mode 100644 libraries/irrlicht-1.8/media/d3d9.hlsl (limited to 'libraries/irrlicht-1.8/media/d3d9.hlsl') diff --git a/libraries/irrlicht-1.8/media/d3d9.hlsl b/libraries/irrlicht-1.8/media/d3d9.hlsl deleted file mode 100644 index e3f3e42..0000000 --- a/libraries/irrlicht-1.8/media/d3d9.hlsl +++ /dev/null @@ -1,84 +0,0 @@ -// part of the Irrlicht Engine Shader example. -// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders -// example. Please note that these example shaders don't do anything really useful. -// They only demonstrate that shaders can be used in Irrlicht. - -//----------------------------------------------------------------------------- -// Global variables -//----------------------------------------------------------------------------- -float4x4 mWorldViewProj; // World * View * Projection transformation -float4x4 mInvWorld; // Inverted world matrix -float4x4 mTransWorld; // Transposed world matrix -float3 mLightPos; // Light position -float4 mLightColor; // Light color - - -// Vertex shader output structure -struct VS_OUTPUT -{ - float4 Position : POSITION; // vertex position - float4 Diffuse : COLOR0; // vertex diffuse color - float2 TexCoord : TEXCOORD0; // tex coords -}; - - -VS_OUTPUT vertexMain(in float4 vPosition : POSITION, - in float3 vNormal : NORMAL, - float2 texCoord : TEXCOORD0 ) -{ - VS_OUTPUT Output; - - // transform position to clip space - Output.Position = mul(vPosition, mWorldViewProj); - - // transform normal - float3 normal = mul(float4(vNormal,0.0), mInvWorld); - - // renormalize normal - normal = normalize(normal); - - // position in world coodinates - float3 worldpos = mul(mTransWorld, vPosition); - - // calculate light vector, vtxpos - lightpos - float3 lightVector = worldpos - mLightPos; - - // normalize light vector - lightVector = normalize(lightVector); - - // calculate light color - float3 tmp = dot(-lightVector, normal); - tmp = lit(tmp.x, tmp.y, 1.0); - - tmp = mLightColor * tmp.y; - Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0); - Output.TexCoord = texCoord; - - return Output; -} - - -// Pixel shader output structure -struct PS_OUTPUT -{ - float4 RGBColor : COLOR0; // Pixel color -}; - - -sampler2D myTexture; - -PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0, - float4 Position : POSITION, - float4 Diffuse : COLOR0 ) -{ - PS_OUTPUT Output; - - float4 col = tex2D( myTexture, TexCoord ); // sample color map - - // multiply with diffuse and do other senseless operations - Output.RGBColor = Diffuse * col; - Output.RGBColor *= 4.0; - - return Output; -} - -- cgit v1.1