//TEST_IGNORE_FILE: // // Constant Buffer Variables // Texture2D g_txDiffuse; SamplerState samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; TextureCube g_txEnvMap; SamplerState samLinearClamp { Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; }; cbuffer cbConstant { float3 vLightDir = float3(-0.577,0.577,-0.577); }; cbuffer cbChangesEveryFrame { matrix World; matrix View; matrix Projection; float Time; }; cbuffer cbUserChanges { float Waviness; }; struct VS_INPUT { float3 Pos : POSITION; //position float3 Norm : NORMAL; //normal float2 Tex : TEXCOORD0; //texture coordinate }; struct PS_INPUT { float4 Pos : SV_POSITION; float3 Norm : TEXCOORD0; float2 Tex : TEXCOORD1; float3 ViewR : TEXCOORD2; }; //-------------------------------------------------------------------------------------- // DepthStates //-------------------------------------------------------------------------------------- DepthStencilState EnableDepth { DepthEnable = TRUE; DepthWriteMask = ALL; DepthFunc = LESS_EQUAL; }; BlendState NoBlending { AlphaToCoverageEnable = FALSE; BlendEnable[0] = FALSE; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output = (PS_INPUT)0; output.Pos = mul( float4(input.Pos,1), World ); output.Pos.x += sin( output.Pos.y*0.1f + Time )*Waviness; output.Pos = mul( output.Pos, View ); output.Pos = mul( output.Pos, Projection ); output.Norm = mul( input.Norm, (float3x3)World ); output.Tex = input.Tex; // Calculate the reflection vector float3 viewNorm = mul( output.Norm, (float3x3)View ); output.ViewR = reflect( viewNorm, float3(0,0,-1.0) ); return output; } // // Pixel Shader // float4 PS( PS_INPUT input) : SV_Target { // Calculate lighting assuming light color is <1,1,1,1> float fLighting = saturate( dot( input.Norm, vLightDir ) ); // Load the environment map texture float4 cReflect = g_txEnvMap.Sample( samLinearClamp, input.ViewR ); // Load the diffuse texture and multiply by the lighting amount float4 cDiffuse = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; // Add diffuse to reflection and go float4 cTotal = cDiffuse + cReflect; cTotal.a = 1; return cTotal; } // // Technique // technique11 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetDepthStencilState( EnableDepth, 0 ); SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } }