第一个shader

导读:
  
  
  第一个茶壶是可以运动的纹理,用时间的正弦值和余弦值加在纹理座标上产生偏移实现的,可以考虑用来实现水面的各种效果
  第二个茶壶是颜色和纹理的混合,多层纹理的混合应该也是同样的道理,就是把颜色值相乘就可以了
  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

本文转自
http://blog.csdn.net/xoyojank/archive/2007/09/19/1790643.aspx
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