第一個shader

導讀:
  
  
  第一個茶壺是可以運動的紋理,用時間的正弦值和餘弦值加在紋理座標上產生偏移實現的,可以考慮用來實現水面的各種效果
  第二個茶壺是顏色和紋理的混合,多層紋理的混合應該也是同樣的道理,就是把顏色值相乘就可以了
  AniPass
  float4x4 matViewProjection;
  float fSinTime0_X;
  float fCosTime0_X;
  struct VS_INPUT
  {
  float4 Position : POSITION0;
  float2 TexCoord : TEXCOORD0;
  };
  struct VS_OUTPUT
  {
  float4 Position : POSITION0;
  float2 TexCoord : TEXCOORD0;
  };
  VS_OUTPUT vs_main( VS_INPUT Input )
  {
  VS_OUTPUT Output;
  Output.Position = mul( Input.Position, matViewProjection );
  Output.TexCoord = float2(Input.TexCoord.x + fSinTime0_X, Input.TexCoord.y + fCosTime0_X);
  
  return( Output );
  }
  sampler Texture0;
  struct PS_INPUT
  {
  float4 Diffuse : COLOR0;
  float2 TexCoord : TEXCOORD0;
  };
  float4 ps_main(PS_INPUT Input) : COLOR0
  {
  return( tex2D(Texture0, Input.TexCoord) );
  }
  BlendPass
  float4x4 matViewProjection;
  float4 teapotPos;
  struct VS_INPUT
  {
  float4 Position : POSITION0;
  float2 TexCoord : TEXCOORD0;
  };
  struct VS_OUTPUT
  {
  float4 Position : POSITION0;
  float2 TexCoord : TEXCOORD0;
  };
  VS_OUTPUT vs_main( VS_INPUT Input )
  {
  VS_OUTPUT Output;
  Output.Position = mul( Input.Position + teapotPos, matViewProjection );
  Output.TexCoord = Input.TexCoord;
  
  return( Output );
  
  }
  float fSinTime0_X;
  float fCosTime0_X;
  sampler Texture0;
  float4 ps_main(float2 TexCoord : TEXCOORD0
  ) : COLOR0
  {
  float4 texColor = tex2D( Texture0, TexCoord );
  texColor = texColor * float4( 1.0f, fSinTime0_X, fCosTime0_X, 1.0f );
  
  return( texColor );
  }
  Trackback: http://tb.blog.csdn.net/TrackBack.aspx?PostId=1790643

本文轉自
http://blog.csdn.net/xoyojank/archive/2007/09/19/1790643.aspx
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章