/*********************************************************************NVMH3****
Path: NVSDK\Common\media\cgfx
File: $Id: //sw/devtools/FXComposer2/Alpha4+/SDK/MEDIA/CgFX1.4/xfSkyBox.cgfx#1 $
Copyright NVIDIA Corporation 2002
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:
Projects a cube map across space, with that space defined by a user
coordinate system. Read this into maya, connect an extra transform's
WorldInverse matrix to "CoordSysIXf," and apply to a background
geometry (big sphere, cube, whatever)
$Date: 2006/04/10 $
******************************************************************************/
// string Category = "Effects\\Cg\\BRDF";
// string keywords = "dx9,texture,anti-aliasing,derivatives,pointlight";
// string description = "Analytic Anti-aliasing - No Texture Map";
/************* UNTWEAKABLES **************/
float4x4 WorldITXf : WorldInverseTranspose;
float4x4 WorldViewProjXf : WorldViewProjection;
float4x4 WorldXf : World;
float4x4 ViewITXf : ViewInverseTranspose;
float4x4 ViewIXf : ViewInverse;
float4x4 WorldViewXf : WorldView;
/************* TWEAKABLES **************/
float3 SurfColor : Diffuse
<
string UIName = "Surface Color";
> = {1.0f, 1.0f, 1.0f};
// float4 userCoords0 = {1,0,0,0};
// float4 userCoords1 = {0,1,0,0};
// float4 userCoords2 = {0,0,1,0};
// float4 userCoords3 = {0,0,0,1};
float4x4 CoordSysIXf : WorldInverse;
float MasterAlpha <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.001;
> = 0.0f;
//////////////////////
texture EnvTexture : Environment <
string ResourceName = "Default_reflection.dds";
string ResourceType = "Cube";
>;
samplerCUBE EnvSampler = sampler_state {
Texture = <EnvTexture>;
MinFilter = LinearMipMapLinear;
MagFilter = Linear;
WrapS = ClampToEdge;
WrapT = ClampToEdge;
WrapR = ClampToEdge;
};
/************* DATA STRUCTS **************/
/* data from application vertex buffer */
struct appdata {
float3 Position : POSITION;
};
/* data passed from vertex shader to pixel shader */
struct vertexOutput {
float4 HPosition : POSITION;
float3 UserPos : TEXCOORD0;
};
/*********** vertex shader ******/
vertexOutput mainVS(appdata IN) {
vertexOutput OUT;
float4 Po = float4(IN.Position.xyz,1.0);
OUT.HPosition = mul(WorldViewProjXf, Po);
float4 Pw = mul(WorldXf, Po);
OUT.UserPos = mul(CoordSysIXf,Pw).xyz;
return OUT;
}
vertexOutput flipVS(appdata IN) {
vertexOutput OUT;
float4 Po = float4(IN.Position.xyz,1.0);
float4 Pw = mul(WorldXf, Po);
OUT.UserPos = mul(CoordSysIXf,Pw).xyz;
OUT.UserPos.y = -OUT.UserPos.y;
OUT.HPosition = mul(WorldViewProjXf, Po);
return OUT;
}
/********* pixel shader ********/
// PS with box-filtered step function
float4 mainPS(vertexOutput IN) : COLOR {
float3 reflColor = SurfColor * texCUBE(EnvSampler,-IN.UserPos).xyz;
// return float4(IN.UserPos.xyz,1.0f);
return float4(reflColor.xyz,MasterAlpha);
}
/************************************************************/
technique yFlip {
pass p0 {
VertexProgram = compile arbvp1 flipVS();
DepthTestEnable = true;
DepthMask = true;
CullFaceEnable = false;
FragmentProgram = compile arbfp1 mainPS();
}
}
technique user {
pass p0 {
VertexProgram = compile arbvp1 mainVS();
DepthTestEnable = true;
DepthMask = true;
CullFaceEnable = false;
FragmentProgram = compile arbfp1 mainPS();
}
}
/***************************** eof ***/