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Chess Titans - The Cutting Room Floor
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Thanks for all your support!<br /></div></div></div> <div class="mw-indicators mw-body-content"> </div> <h1 id="firstHeading" class="firstHeading" lang="es">Chess Titans</h1> <div id="bodyContent" class="mw-body-content"> <div id="siteSub" class="noprint">From The Cutting Room Floor</div> <div id="contentSub"></div> <div id="jump-to-nav"></div> <a class="mw-jump-link" href="#mw-head">Jump to navigation</a> <a class="mw-jump-link" href="#p-search">Jump to search</a> <div id="mw-content-text" lang="es" dir="ltr" class="mw-content-ltr"><div class="mw-pt-translate-header noprint" dir="ltr" lang="en">This page is a <span class="plainlinks"><a class="external text" href="https://tcrf.net/index.php?title=Special:Translate&group=page-Chess+Titans&action=page&filter=&language=es">translated version</a></span> of the page <a href="/Chess_Titans" title="Chess Titans">Chess Titans</a> and the translation is 100% complete.</div><div class="mw-parser-output"><div class="mw-pt-languages noprint" lang="en" dir="ltr"><div class="mw-pt-languages-label">Other languages:</div><div class="mw-pt-languages-list autonym"><a href="/Chess_Titans" class="mw-pt-languages-ui mw-pt-progress mw-pt-progress--complete" title="Chess Titans (100% translated)" lang="en">English</a> • <span class="mw-pt-languages-selected mw-pt-progress mw-pt-progress--complete" lang="es">español</span> • <a href="/Chess_Titans/it" class="mw-pt-progress mw-pt-progress--complete" title="Chess Titans (100% translated)" lang="it">italiano</a> • <a href="/Chess_Titans/pl" class="mw-pt-progress mw-pt-progress--complete" title="Chess Titans (100% translated)" lang="pl">polski</a> • <a href="/Chess_Titans/ru" class="mw-pt-progress mw-pt-progress--complete" title="Chess Titans (100% translated)" lang="ru">русский</a> • <a href="/Chess_Titans/zh-cn" class="mw-pt-progress mw-pt-progress--stub" title="Chess Titans/zh-cn (16% translated)" lang="zh-Hans-CN">中文(中国大陆)</a> • <a href="/Chess_Titans/ko" class="mw-pt-progress mw-pt-progress--complete" title="Chess Titans (100% translated)" lang="ko">한국어</a></div></div> <table cellpadding="0" cellspacing="0" class="breakout" style="margin-left:1em" width="262px"> <tbody><tr> <td style="text-align: center;"> <p><a href="/File:Chesstitanspctitlescreen.png" class="image" title="Pantalla de título"><img alt="Pantalla de título" src="/images/thumb/7/7b/Chesstitanspctitlescreen.png/320px-Chesstitanspctitlescreen.png" decoding="async" width="320" height="221" srcset="/images/thumb/7/7b/Chesstitanspctitlescreen.png/480px-Chesstitanspctitlescreen.png 1.5x, /images/thumb/7/7b/Chesstitanspctitlescreen.png/640px-Chesstitanspctitlescreen.png 2x" /></a> </p> </td></tr> <tr class="breakouttitle"> <th><i>Chess Titans</i> </th></tr> <tr> <td style="padding: 0.3em; line-height: 1.5em; padding-left: 5px;"> <p><b>Desarrollador</b>: <span style="white-space: nowrap;"><a href="/Category:Games_developed_by_Oberon_Games" title="Category:Games developed by Oberon Games">Oberon Games</a></span><br /><b>Distribuidor</b>: <span style="white-space: nowrap;"><a href="/Category:Games_published_by_Microsoft" title="Category:Games published by Microsoft">Microsoft</a></span><br /><b>Plataforma</b>: <span style="white-space: nowrap;"><a href="/Category:Windows_games" title="Category:Windows games">Windows</a></span><br /><b>Lanzamiento Internacional</b>: 30 de enero de 2007<br /> </p> <hr /> <p style="font-size:90%"><a href="/Category:Games_with_uncompiled_source_code" title="Category:Games with uncompiled source code"><img alt="SourceIcon.png" src="/images/e/ec/SourceIcon.png" decoding="async" width="16" height="16" /></a> Este juego tiene <a href="/Category:Games_with_uncompiled_source_code" title="Category:Games with uncompiled source code">partes del código fuente sin compilar</a>.<br /><a href="/Category:Games_with_hidden_development-related_text" title="Category:Games with hidden development-related text"><img alt="DevTextIcon.png" src="/images/d/de/DevTextIcon.png" decoding="async" width="16" height="16" /></a> Este juego <a href="/Category:Games_with_hidden_development-related_text" title="Category:Games with hidden development-related text">esconde texto relacionado a su desarrollo</a>.<br /><a href="/Category:Games_with_debugging_functions" title="Category:Games with debugging functions"><img alt="DebugIcon.png" src="/images/4/46/DebugIcon.png" decoding="async" width="16" height="16" /></a> Este juego contiene <a href="/Category:Games_with_debugging_functions" title="Category:Games with debugging functions">funciones o material de depuración</a>.<br /> </p><hr /> <p class="mw-empty-elt"></p> </td></tr></tbody></table> <p>Uno De los nuevos Juegos Incluidos En Windows Vista Y 7. </p> <div id="toc" class="toc"><input type="checkbox" role="button" id="toctogglecheckbox" class="toctogglecheckbox" style="display:none" /><div class="toctitle" lang="en" dir="ltr"><h2>Contents</h2><span class="toctogglespan"><label class="toctogglelabel" for="toctogglecheckbox"></label></span></div> <ul> <li class="toclevel-1 tocsection-1"><a href="#Menu_De_Depuracion"><span class="tocnumber">1</span> <span class="toctext">Menu De Depuracion</span></a></li> <li class="toclevel-1 tocsection-2"><a href="#XInput_Support"><span class="tocnumber">2</span> <span class="toctext">XInput Support</span></a> <ul> <li class="toclevel-2 tocsection-3"><a href="#Controles"><span class="tocnumber">2.1</span> <span class="toctext">Controles</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-4"><a href="#C.C3.B3digo_de_shader"><span class="tocnumber">3</span> <span class="toctext">Código de shader</span></a></li> </ul> </div> <h2><span class="mw-headline" id="Menu_De_Depuracion">Menu De Depuracion</span></h2> <table class="msgbox" style="border-color: #dddddd; background: #f8f8f8;"><tbody><tr><td class="msgboximg" style="min-width:50px;"><div class="center"><div class="floatnone"><a href="/File:Cactus.png" class="image" title="Hmmm..."><img alt="Hmmm..." src="/images/a/a6/Cactus.png" decoding="async" width="32" height="32" /></a></div></div></td><td><b>To do:</b><br />Comprueba si el render de Velocidad completa hace algo</td></tr></tbody></table> <p><a href="/File:Chesstitansdebugmenu.png" class="image"><img alt="Chesstitansdebugmenu.png" src="/images/e/e0/Chesstitansdebugmenu.png" decoding="async" width="247" height="113" /></a> </p><p>Como la mayoría de otros juegos enviados con Vista y 7, tiene un interno llamado g_debugEnabled. </p><p>Las opciones incluidas en el menu son: </p> <ul><li><i> Rotar tablero </i>: gira el tablero hacia el otro lado en la vista 3D, pero no hace nada en la vista 2D.</li> <li><i> Self Play </i>: vea un juego jugado por dos jugadores de computadora. Si un juego ya comenzó, el juego comenzará uno nuevo.</li> <li><i> Alternar vista de arriba hacia abajo </i>: va a la vista de arriba hacia abajo en 2D, pero volver a la vista en 3D hará que la configuración gráfica se reduzca a la configuración de 3D de menor calidad.</li> <li><i> Alternar renderizado a máxima velocidad </i>: supuestamente haría que el juego se ejecutara más rápido en computadoras más lentas</li></ul> <h2><span class="mw-headline" id="XInput_Support">XInput Support</span></h2> <p>Una característica interesante que no está documentada en ninguna parte (menú de ayuda) es la compatibilidad con XInput (gamepad): si el juego detecta un controlador Xbox 360 conectado a un puerto USB, la esquina P1 del controlador se iluminará, lo que significa que el controlador puede ser usado. Posiblemente indocumentado porque Microsoft pensó que la gente estaba demasiado acostumbrada a los controles tradicionales y que un gamepad sería extraño de usar. No obstante, es una pequeña característica interesante. </p> <h3><span class="mw-headline" id="Controles">Controles</span></h3> <table class="wikitable"> <tbody><tr> <th>Botón</th> <th>Efecto </th></tr> <tr> <td>Analógico izquierdo/D-pad/Botones de hombro/Triggers</td> <td>Mueve el cursor. Extrañamente, tambien puede usarse para navegar la barra del menu. </td></tr> <tr> <td>B/Reversa</td> <td>Deshace el movimiento previo. </td></tr> <tr> <td>A/X</td> <td>Selecciona El Cuadrado Del Cursor, Esta encendido. Moviendo el cursor en una pieza y presionando A/X lo selecciona. Presionando A/X en una de las the destacadas piezas mueve la pieza alli. </td></tr> <tr> <td>Y/Start</td> <td>Abre el menú del juego. </td></tr></tbody></table> <h2><span id="Código_de_shader"></span><span class="mw-headline" id="C.C3.B3digo_de_shader">Código de shader</span></h2> <p>En "<i>Chess.dll</i>", hay vario secciónes del código de shader en <span style="font-size: 110%; font-family: Consolas, DejaVu Sans Mono, Droid Sans Mono, Lucida Console, Courier New, monospace;"><b>12B9358</b></span>. </p> <pre>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 = Nada; // Oh Dios mio. no use mips porque tomará muestras desde el nivel más bajo de mip cuando un triángulo tenga las mismas coordenadas de textura para las 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; } } </pre> <pre>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 (nota: bReflections hace nada) 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 (nota: difuso sin usar) 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 { // (nota: bReflections hace nada) 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 { // nota: bReflections hace nada 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; } } </pre> <pre>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" </pre> <p><br /> </p> <pre>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" </pre> <p><br /> </p> <pre>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" </pre> <p><br /> </p> <pre>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(); } } </pre> <!-- NewPP limit report Cached time: 20241213213602 Cache expiry: 86400 Dynamic content: false Complications: [vary‐page‐id] CPU time usage: 0.064 seconds Real time usage: 0.080 seconds Preprocessor visited node count: 736/1000000 Preprocessor generated node count: 0/1000000 Post‐expand include size: 6407/2097152 bytes Template argument size: 1551/2097152 bytes Highest expansion depth: 13/40 Expensive parser function count: 8/500 Unstrip recursion depth: 0/20 Unstrip post‐expand size: 24151/5000000 bytes --> <!-- Transclusion expansion time report 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