Windows Vista와 7에서 새로 추가된 게임들 중 하나이다.
디버그 메뉴#
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해야할 일: |
Vista와 7에 수록된 다른 게임들과 비슷하게, 내부에 g_debugEnabled 라는 변수가 존재한다.
이 메뉴는 다음 옵션들을 포함한다:
- Rotate Board(판 돌리기) - 3D 모드에서는 체스판을 다른 쪽으로 돌리지만, 2D 모드에서는 아무것도 하지 않는다.
- Self Play(자동 플레이) - 두 컴퓨터 플레이어가 게임을 하는 것을 볼 수 있다. 만약 게임이 이미 진행중인 상태라면, 새로운 게임이 시작된다.
- Toggle Top Down View(위에서 아래로 쳐다보기) - 2D 모드에서 위로 쳐다보는 모드로 가지만, 3D로 다시 전환될 때는 최저 화질로 설정된다.
- Toggle Full Speed Render(최고 속도 렌더링) - 아마 느린 컴퓨터에서 게임을 빠르게 진행할 수 있도록 하는 기능인 것 같다.
XInput(게임패드) 지원#
XInput(게임패드)를 지원한다는 이야기는 어디에도 써있지 않지만, 실제로 지원한다. 만약 게임이 Xbox 360 컨트롤러를 USB 포트를 통해 인식한다면, 컨트롤러의 P1 부분이 켜지며, 사용 가능하게 된다. 아마 마이크로소프트가 이 기능이 기존의 조작에 비해 이상하다고 느낀 탓인지 쓰지 않은 것으로 보인다. 그렇다 할지라도, 꽤 갖춰진 소소한 기능이다.
조작#
버튼 |
효과 |
|---|---|
왼쪽 아날로그 스틱/D패드/어깨버튼/트리거 |
커서를 옮긴다. 이상하게도, 메뉴 바를 둘러보는 데도 쓸 수 있다. |
B/Back |
이전의 이동을 되돌린다. |
A/X |
커서가 가리키는 칸을 선택한다. 커서로 기물을 가리키고 A/X를 눌러 선택하는 것이다. A/X는 기물을 하이라이트된 칸으로 이동시킨다. |
Y/Start |
게임 메뉴를 연다. |
셰이더 코드#
Chess.dll에서, 12B9358 부분부터 셰이더 코드의 몇 부분이 존재한다.
- 역자 주: '{'와 '}'가 번역문 내에서 완전히 닫히지 않으면 번역문이 저장이 되지 않는 관계로, 전각문자인 '{'와 '}'를 대신 썼습니다. 이 점 양해바라며, 혹시 이 코드를 쓸 일이 있는 경우에는 영어 원문을 참고 바랍니다.
float4x4 World;
float4x4 View;
float4x4 Projection;
texture DecalTexture;
texture GradientTexture;
sampler2D DecalSampler = sampler_state
{
Texture = (DecalTexture);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler2D DecalSamplerQuick = sampler_state
{
Texture = (DecalTexture);
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
sampler1D GradientSampler = sampler_state
{
Texture = (GradientTexture);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = None; // oh dear god. don't use mips because it'll sample from the lowest mip level when a triangle as the same texture coords for all 3 verts
AddressU = Clamp;
};
sampler2D ScreenSampler = sampler_state
{
Texture = (DecalTexture);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler2D ScreenSamplerPoint = sampler_state
{
Texture = (DecalTexture);
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
technique TWorldDecal
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
Lighting = false;
ZEnable = false;
ZFunc = LessEqual;
ZWriteEnable = false;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Sampler[0] = (DecalSampler);
Sampler[1] = (GradientSampler);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = SelectArg2;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[2] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Current;
AlphaOp[1] = Modulate;
AlphaArg1[1] = Texture;
AlphaArg2[1] = Current;
AlphaOp[2] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TWorldDecalQuick
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
Lighting = false;
ZEnable = false;
ZFunc = LessEqual;
ZWriteEnable = false;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Sampler[0] = (DecalSamplerQuick);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Current;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TScreenDecal
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (World);
ProjectionTransform = (World);
Lighting = false;
ZEnable = false;
ZFunc = Always;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Sampler[0] = (ScreenSampler);
Sampler[1] = (GradientSampler);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = SelectArg2;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[2] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Current;
AlphaOp[1] = Modulate;
AlphaArg1[1] = Texture;
AlphaArg2[1] = Current;
AlphaOp[2] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TScreenDecalPoint
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (World);
ProjectionTransform = (World);
Lighting = false;
ZEnable = false;
ZFunc = Always;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Sampler[0] = (ScreenSamplerPoint);
Sampler[1] = (GradientSampler);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = SelectArg2;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[2] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Current;
AlphaOp[1] = Modulate;
AlphaArg1[1] = Texture;
AlphaArg2[1] = Current;
AlphaOp[2] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TScreenDecalImmediate
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (World);
ProjectionTransform = (World);
Lighting = false;
ZEnable = false;
ZFunc = Always;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = One;
DestBlend = InvSrcAlpha;
Sampler[0] = (ScreenSampler);
Sampler[1] = (GradientSampler);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = SelectArg2;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Current;
AlphaOp[1] = Modulate;
AlphaArg1[1] = Texture;
AlphaArg2[1] = Current;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
float4x4 WorldViewProjection;
float4x4 WorldView;
float4x4 World;
float4x4 View;
float4x4 ViewInv;
float4x4 Projection;
texture AlbedoTexture;
texture ReflTexture;
texture EnvTexture;
float Alpha;
float EnvironmentContribution = 0.25;
float ReflectionStrength = 0.25;
float TrimReflectionStrength = 0.45;
//-----------------------------------------------------------------------------
sampler2D AlbedoSampler = sampler_state
{
Texture = (AlbedoTexture);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler2D ReflSampler = sampler_state
{
Texture = (ReflTexture);
MipFilter = Point;
MinFilter = Point;
MagFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
samplerCUBE EnvSampler = sampler_state
{
Texture = (EnvTexture);
MipFilter = Point;
MinFilter = Linear;
MagFilter = Linear;
};
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION; // position of the vertex
float3 Diffuse : COLOR0; // diffuse color of the vertex
float2 TexCoord : TEXCOORD0;
float4 ReflCoord : TEXCOORD1;
float3 EnvCoord : TEXCOORD2;
};
//-----------------------------------------------------------------------------
VS_OUTPUT PieceVS(
uniform float3 ka,
uniform float3 kd,
uniform bool bEnvironment,
uniform bool bReflections,
float4 Pos : POSITION,
float2 TexCoord : TEXCOORD0,
float3 Normal : NORMAL0 )
{
VS_OUTPUT Output;
// Output the vetrex position in projection space
Output.Position = mul( Pos, WorldViewProjection );
float3 viewNormal = normalize( mul( Normal, (float3x3) WorldView ) );
float3 L = mul( worldLight, (float3x3) View );
float3 N = viewNormal;
float NdotL = saturate( dot( N, L ) );
float3 ambient = ka;
float3 diffuse = kd * NdotL;
Output.Diffuse = ambient + diffuse;
Output.TexCoord = TexCoord;
// note: bReflections does nothing
Output.ReflCoord = float4( 0, 0, 0, 1 );
if ( bEnvironment )
{
float3 viewPos = normalize( mul( Pos, WorldView ) );
float3 viewReflect = reflect( viewPos, viewNormal );
float3 worldReflect = mul( viewReflect, (float3x3) ViewInv );
Output.EnvCoord = worldReflect;
}
else
{
Output.EnvCoord = float3( 0, 1, 0 );
}
return Output;
}
//-----------------------------------------------------------------------------
VS_OUTPUT StandardVS(
uniform bool bEnvironment,
uniform bool bReflections,
float4 Pos : POSITION,
float2 TexCoord : TEXCOORD0,
float3 Normal : NORMAL0 )
{
VS_OUTPUT Output;
// Output the vetrex position in projection space
Output.Position = mul( Pos, WorldViewProjection );
// note: diffuse unused
Output.Diffuse = float3( 1, 1, 1 );
Output.TexCoord = TexCoord;
if ( bReflections )
{
Output.ReflCoord.x = Output.Position.x * 0.5 + Output.Position.w * 0.5;
Output.ReflCoord.y = Output.Position.w * 0.5 - Output.Position.y * 0.5;
Output.ReflCoord.z = Output.Position.w;
Output.ReflCoord.w = Output.Position.w;
}
else
{
Output.ReflCoord = float4( 0, 0, 0, 1 );
}
if ( bEnvironment )
{
float3 viewNormal = normalize( mul( Normal, (float3x3) WorldView ) );
float3 viewPos = normalize( mul( Pos, WorldView ) );
float3 viewReflect = reflect( viewPos, viewNormal );
float3 worldReflect = mul( viewReflect, (float3x3) ViewInv );
Output.EnvCoord = worldReflect;
}
else
{
Output.EnvCoord = float3( 0, 1, 0 );
}
return Output;
}
//-----------------------------------------------------------------------------
float4 PiecePS( VS_OUTPUT In, uniform bool bAlbedo, uniform bool bEnvironment, uniform bool bReflections, uniform float reflAmount ) : COLOR0
{
// note: bReflections does nothing
if ( bAlbedo )
{
float3 Albedo = tex2D( AlbedoSampler, In.TexCoord );
if ( bEnvironment )
{
float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * reflAmount;
Albedo = Albedo * environmentTextureAmount;
return float4( In.Diffuse * Albedo + Environment, Alpha );
}
else
{
return float4( In.Diffuse * Albedo, Alpha );
}
}
else
{
if ( bEnvironment )
{
float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * reflAmount;
return float4( In.Diffuse + Environment, Alpha );
}
else
{
return float4( In.Diffuse, Alpha );
}
}
}
//-----------------------------------------------------------------------------
float4 BoardPS( VS_OUTPUT In, uniform bool bEnvironment, uniform bool bReflections ) : COLOR0
{
float3 Albedo = tex2D( AlbedoSampler, In.TexCoord );
if ( bEnvironment )
{
float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * EnvironmentContribution;
if ( bReflections )
{
float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord );
float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * ReflectionStrength );
return float4( c + Environment, 1 );
}
else
{
return float4( Albedo + Environment, 1 );
}
}
else
{
if ( bReflections )
{
float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord );
float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * ReflectionStrength );
return float4( c, 1 );
}
else
{
return float4( Albedo, 1 );
}
}
}
//-----------------------------------------------------------------------------
float4 TablePS( VS_OUTPUT In, uniform bool bEnvironment, uniform bool bReflections ) : COLOR0
{
// note: bReflections does nothing
float3 Albedo = tex2D( AlbedoSampler, In.TexCoord );
if ( bEnvironment )
{
float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * 0.0325;
return float4( Albedo + Environment, 1 );
}
else
{
return float4( Albedo, 1 );
}
}
//-----------------------------------------------------------------------------
float4 TrimPS( VS_OUTPUT In, uniform bool bEnvironment, uniform bool bReflections ) : COLOR0
{
float3 Albedo = trimColor;
if ( bEnvironment )
{
float3 Environment = texCUBE( EnvSampler, In.EnvCoord ) * EnvironmentContribution;
if ( bReflections )
{
float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord );
float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * TrimReflectionStrength );
return float4( c + Environment, 1 );
}
else
{
return float4( Albedo + Environment, 1 );
}
}
else
{
if ( bReflections )
{
float4 Reflections = tex2Dproj( ReflSampler, In.ReflCoord );
float3 c = lerp( Albedo, Reflections.xyz, Reflections.w * TrimReflectionStrength );
return float4( c, 1 );
}
else
{
return float4( Albedo, 1 );
}
}
}
//-----------------------------------------------------------------------------
technique TWhite_EnvironmentReflections
{
pass P0
{
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 PieceVS( kaWhite, kdWhite, true, true );
PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, true, reflWhite );
}
}
technique TBlack_EnvironmentReflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 PieceVS( kaBlack, kdBlack, true, true );
PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, true, reflBlack );
}
}
technique TBoard_EnvironmentReflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( true, true );
PixelShader = compile ps_1_4 BoardPS( true, true );
}
}
technique TTable_EnvironmentReflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( true, true );
PixelShader = compile ps_1_1 TablePS( true, true );
}
}
technique TTrim_EnvironmentReflections
{
pass P0
{
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( true, true );
PixelShader = compile ps_1_4 TrimPS( true, true );
}
}
//-----------------------------------------------------------------------------
technique TWhite_Reflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 PieceVS( kaWhite, kdWhite, false, true );
PixelShader = compile ps_1_1 PiecePS( pieceAlbedo, false, true, reflWhite );
}
}
technique TBlack_Reflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 PieceVS( kaBlack, kdBlack, false, true );
PixelShader = compile ps_1_1 PiecePS( pieceAlbedo, false, true, reflBlack );
}
}
technique TBoard_Reflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( false, true );
PixelShader = compile ps_1_4 BoardPS( false, true );
}
}
technique TTable_Reflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( false, true );
PixelShader = compile ps_1_4 TablePS( false, true );
}
}
technique TTrim_Reflections
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( false, true );
PixelShader = compile ps_1_4 TrimPS( false, true );
}
}
//-----------------------------------------------------------------------------
technique TWhite_Environment
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 PieceVS( kaWhite, kdWhite, true, false );
PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, false, reflWhite );
}
}
technique TBlack_Environment
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 PieceVS( kaBlack, kdBlack, true, false );
PixelShader = compile ps_1_4 PiecePS( pieceAlbedo, true, false, reflBlack );
}
}
technique TBoard_Environment
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( true, false );
PixelShader = compile ps_1_1 BoardPS( true, false );
}
}
technique TTable_Environment
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( true, false );
PixelShader = compile ps_1_1 TablePS( true, false );
}
}
technique TTrim_Environment
{
pass P0
{
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 StandardVS( true, false );
PixelShader = compile ps_1_1 TrimPS( true, false );
}
}
//-----------------------------------------------------------------------------
technique TWhite
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
Lighting = true;
LightEnable[0] = true;
LightType[0] = Directional;
LightDirection[0] = (-worldLight);
LightAmbient[0] = float4( 0, 0, 0, 0 );
LightDiffuse[0] = float4( 1, 1, 1, 1 );
LightSpecular[0] = float4( 1, 1, 1, 1 );
LightEnable[1] = false;
Ambient = float4( 1, 1, 1, 1 );
SpecularEnable = true;
MaterialAmbient = float4( kaWhite, 1 );
MaterialDiffuse = float4( kdWhite, 1 );
MaterialSpecular = float4( 0.15, 0.15, 0.15, 1 );
MaterialPower = 20.0;
MaterialEmissive = float4( 0, 0, 0, 0 );
// AmbientMaterialSource = Material;
// DiffuseMaterialSource = Material;
// EmissiveMaterialSource = Material;
// SpecularMaterialSource = Material;
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Sampler[0] = (AlbedoSampler);
TextureFactor = (Alpha.xxxx);
ColorOp[0] = COLOROP0;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = TFactor;
AlphaArg2[0] = Current;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TBlack
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
Lighting = true;
LightEnable[0] = true;
LightType[0] = Directional;
LightDirection[0] = (-worldLight);
LightAmbient[0] = float4( 0, 0, 0, 0 );
LightDiffuse[0] = float4( 1, 1, 1, 1 );
LightSpecular[0] = float4( 1, 1, 1, 1 );
LightEnable[1] = false;
Ambient = float4( 1, 1, 1, 1 );
SpecularEnable = true;
MaterialAmbient = float4( kaBlack, 1 );
MaterialDiffuse = float4( kdBlack, 1 );
MaterialSpecular = float4( 0.25, 0.25, 0.25, 1 );
MaterialPower = 20.0;
MaterialEmissive = float4( 0, 0, 0, 0 );
// AmbientMaterialSource = Material;
// DiffuseMaterialSource = Material;
// EmissiveMaterialSource = Material;
// SpecularMaterialSource = Material;
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
Sampler[0] = (AlbedoSampler);
TextureFactor = (Alpha.xxxx);
ColorOp[0] = COLOROP0;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = SelectArg1;
AlphaArg1[0] = TFactor;
AlphaArg2[0] = Current;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TBoard
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
Sampler[0] = (AlbedoSampler);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = Disable;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TTable
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
Sampler[0] = (AlbedoSampler);
ColorOp[0] = SelectArg1;
ColorArg1[0] = Texture;
ColorArg2[0] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = Disable;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
technique TTrim
{
pass P0
{
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Projection);
ZEnable = true;
ZFunc = LessEqual;
ZWriteEnable = true;
AlphaBlendEnable = false;
TextureFactor = (trimColor.xyzz);
ColorOp[0] = SelectArg1;
ColorArg1[0] = TFactor;
ColorArg2[0] = Current;
ColorOp[1] = Disable;
AlphaOp[0] = Disable;
AlphaOp[1] = Disable;
VertexShader = null;
PixelShader = null;
}
}
float3 kaWhite = float3( 0.260, 0.260, 0.290 );
float3 kdWhite = float3( 0.820, 0.820, 0.850 );
float reflWhite = 0.33;
float3 kaBlack = float3( 0.200, 0.200, 0.200 );
float3 kdBlack = float3( 0.450, 0.450, 0.450 );
float reflBlack = 0.14;
float environmentTextureAmount = 0.6;
float3 worldLight = float3( 0.259, 0.966, 0 ); // 15 degrees over
float3 trimColor = float3( 0.600, 0.580, 0.500 );
bool pieceAlbedo = true;
#define COLOROP0 Modulate
#include "Media\Shaders\MeshCommon.fx"
float3 kaWhite = float3( 0.317, 0.317, 0.317 );
float3 kdWhite = float3( 0.651, 0.651, 0.651 );
float reflWhite = 0.08;
float3 kaBlack = float3( 0.035, 0.045, 0.055 );
float3 kdBlack = float3( 0.165, 0.165, 0.165 );
float reflBlack = 0.17;
float environmentTextureAmount = 1.0;
float3 worldLight = float3( 0.259, 0.966, 0 ); // 15 degrees over
float3 trimColor = float3( 0.600, 0.580, 0.500 );
bool pieceAlbedo = false;
#define COLOROP0 SelectArg2
#include "Media\Shaders\MeshCommon.fx"
float3 kaWhite = float3( 0.317, 0.317, 0.317 );
float3 kdWhite = float3( 0.800, 0.800, 0.800 );
float reflWhite = 0.10;
float3 kaBlack = float3( 0.320, 0.250, 0.220 );
float3 kdBlack = float3( 1.000, 1.000, 1.000 );
float reflBlack = 0.14;
float environmentTextureAmount = 1.0;
float3 worldLight = float3( 0.259, 0.966, 0 ); // 15 degrees over
float3 trimColor = float3( 0.600, 0.580, 0.500 );
bool pieceAlbedo = true;
#define COLOROP0 Modulate
#include "Media\Shaders\MeshCommon.fx"
float4x4 WorldViewProjInv;
texture SkyBoxTexture;
samplerCUBE SkyBoxSampler = sampler_state
{
Texture = (SkyBoxTexture);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float3 TexCoord : TEXCOORD0;
};
VS_OUTPUT SkyBoxVS( float4 Pos : POSITION )
{
VS_OUTPUT Output;
Output.Position = Pos;
Output.TexCoord = normalize( mul( Pos, WorldViewProjInv ) );
return Output;
}
float4 SkyBoxPS( VS_OUTPUT Input ) : COLOR
{
float3 c = texCUBE( SkyBoxSampler, Input.TexCoord );
return float4( c, 1 );
}
technique TSkyBox
{
pass P0
{
ZEnable = false;
AlphaBlendEnable = false;
VertexShader = compile vs_1_1 SkyBoxVS();
PixelShader = compile ps_1_1 SkyBoxPS();
}
}