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using System;
using System.Text;
namespace Microsoft.Xna.Framework.Graphics
{
internal static class PSBasicEffect
{
internal static string CommonPSInputHeader =
"uniform sampler2D Texture;\n"
+"varying vec4 Diffuse;\n"
+ "varying vec2 TexCoord;\n"
+ "void main(){\n"
+ "vec4 dif = Diffuse;\n"
+ "vec2 tx = TexCoord;\n"
+ "vec4 tc = texture2D(Texture,TexCoord);\n"
+ "vec2 tx2 = TexCoord;\n";
internal static string PSBasic {
get {
string code =
CommonPSInputHeader
+ "gl_FragColor = gl_Color;\n"
+ "\n}";
return code;
}
}
internal static string PSBasicNoFog {
get {
string code =
CommonPSInputHeader
+ "gl_FragColor = gl_Color;\n"
+ "\n}";
return code;
}
}
internal static string PSBasicVc {
get {
string code =
CommonPSInputHeader
+ "gl_FragColor = Diffuse;\n"
+ "\n}";
return code;
}
}
internal static string PSBasicVcNoFog {
get {
string code =
CommonPSInputHeader
+ "gl_FragColor = Diffuse;\n"
+ "\n}";
return code;
}
}
internal static string PSBasicTx {
get {
string code =
CommonPSInputHeader
+ "vec4 color = texture2D(Texture,TexCoord) * Diffuse;\n"
// We need to add fog here
+ "gl_FragColor = color;\n"
+ "\n}";
return code;
}
}
internal static string PSBasicTxNoFog {
get {
string code =
CommonPSInputHeader
+ "gl_FragColor = texture2D(Texture,TexCoord);\n"
+ "\n}";
return code;
}
}
}
}
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