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            posts - 72,  comments - 4,  trackbacks - 0
            秦坦之旅的模型顯示, 上個女主角祼模:

            還有招喚出來的死靈:

            通過pixwin分析模擬出來的對應(yīng)的shader:
            uniform matrix wvp;
            uniform texture BaseTexture;
            uniform texture BumpTexture;
            sampler t = sampler_state
            {
            Texture = <BaseTexture>;
            MinFilter = LINEAR;
            MagFilter = LINEAR;
            MipFilter = LINEAR;
            };
            sampler b = sampler_state
            {
            Texture = <BumpTexture>;
            MinFilter = LINEAR;
            MagFilter = LINEAR;
            MipFilter = LINEAR;
            };
            static const int MAX_MATRICES = 48;
            float4x4 g_boneMatrices[MAX_MATRICES] : WORLDMATRIXARRAY;
            struct VS_IN
            {   
            float4 pos   : POSITION;
            float2 tex : TEXCOORD0;
            float3 Normal : NORMAL;
            float4  BlendIndices : BLENDINDICES;
            float4  BlendWeights : BLENDWEIGHT;
            };
            struct VS_OUT
            {
                float4 pos : POSITION;
                float2 tex : TEXCOORD0;
            };
            //----------------------------------------------------------------------
            VS_OUT VS( VS_IN vsIn )
            {
            VS_OUT vsOut;
            int indices[4] = (int[4])vsIn.BlendIndices;
            indices[0] = vsIn.BlendIndices.z*255;//vsIn.BlendIndices[2]*255;
            indices[1] = vsIn.BlendIndices.y*255;//vsIn.BlendIndices[1]*255;
            indices[2] = vsIn.BlendIndices.x*255;//vsIn.BlendIndices[0]*255;
            indices[3] = vsIn.BlendIndices.w*255;//vsIn.BlendIndices[3]*255;
            float weights[4] = (float[4])vsIn.BlendWeights;
            float4 pos = 0.0f;
            float4 bonepos = vsIn.pos;
            bonepos.w = 1;
            for ( int i = 0; i < 4; i++ )
            {
            pos += mul( bonepos, g_boneMatrices[indices[i]]) * weights[i];
              }
            vsOut.pos = mul( pos, wvp );
            vsOut.tex = vsIn.tex;
            return vsOut;
            }
            struct PS_OUT
            {
                float4 color : COLOR;
            };
            //----------------------------------------------------------------------
            PS_OUT PS( VS_OUT psIn )
            {
            PS_OUT psOut;
              psOut.color = tex2D(t, psIn.tex);
            //psOut.color = float4(1,1,1,1);
            return psOut;
            }
            //----------------------------------------------------------------------
            technique RenderMsh
            {
                pass P0
                {
                    VertexShader = compile vs_2_0 VS();
                    PixelShader  = compile ps_2_0 PS();        
                } 
            }
            posted on 2013-12-27 17:58 flipcode 閱讀(364) 評論(0)  編輯 收藏 引用
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