/*********************************************************************NVMH3**** Path: NVSDK\Common\media\cgfx1.4 File: $Id: //sw/devtools/FXComposer2/Alpha4+/SDK/MEDIA/CgFX1.4/BareBones.cgfx#1 $ Copyright NVIDIA Corporation 2003 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Just Show Geometry $Date: 2006/04/10 $ $Revision: #1 $ ******************************************************************************/ // string Category = "Effects\\Cg\\BRDF"; // string keywords = "texture"; string description = "Bare-Bones"; // tweakables ////////////////////////////////////////// float3 BaseColor : Ambient < string UIHelp = "Base Color"; > = {1.0f, 1.0f, 1.0f}; // untweakables ////////////////////////////////////////// float4x4 WorldViewProjXf : WorldViewProjection; /****************************************************/ /********** CG SHADER FUNCTIONS *********************/ /****************************************************/ /**************************************/ /***** SHARED STRUCT ******************/ /**** Data from app vertex buffer *****/ /**** for all passes *****/ /**************************************/ struct appdata { float3 Position : POSITION; }; /*****************************************************/ /*** values passed from vertex shader to fragments ***/ /*****************************************************/ // vertex->fragment registers used for this pass only struct outVertexData { float4 HPosition : POSITION; }; /****************************************/ /****************************************/ outVertexData bareVS(appdata IN) { outVertexData OUT; float4 Po = float4(IN.Position.xyz,1.0); OUT.HPosition = mul(WorldViewProjXf, Po); return OUT; } float4 bareFS(outVertexData IN) : COLOR { return float4(BaseColor.xyz,1.0f); } /****************************************************/ /********** TECHNIQUES ******************************/ /****************************************************/ technique main { pass p0 { VertexProgram = compile arbvp1 bareVS(); DepthTestEnable = true; DepthMask = true; CullFaceEnable = false; FragmentProgram = compile arbfp1 bareFS(); } } /***************************** eof ***/