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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/hlsl/dxsdk/BasicHLSLFX11
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/BasicHLSLFX11')
-rw-r--r--tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx181
1 files changed, 181 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx b/tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx
new file mode 100644
index 000000000..1ecc1930a
--- /dev/null
+++ b/tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx
@@ -0,0 +1,181 @@
+//TEST_IGNORE_FILE:
+//--------------------------------------------------------------------------------------
+// File: BasicHLSL11.fx
+//
+// The effect file for the BasicHLSL sample.
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+
+
+//--------------------------------------------------------------------------------------
+// Global variables
+//--------------------------------------------------------------------------------------
+float4 g_MaterialAmbientColor; // Material's ambient color
+float4 g_MaterialDiffuseColor; // Material's diffuse color
+int g_nNumLights;
+
+float3 g_LightDir[3]; // Light's direction in world space
+float4 g_LightDiffuse[3]; // Light's diffuse color
+float4 g_LightAmbient; // Light's ambient color
+
+Texture2D g_MeshTexture; // Color texture for mesh
+
+float g_fTime; // App's time in seconds
+float4x4 g_mWorld; // World matrix for object
+float4x4 g_mWorldViewProjection; // World * View * Projection matrix
+
+//--------------------------------------------------------------------------------------
+// DepthStates
+//--------------------------------------------------------------------------------------
+DepthStencilState EnableDepth
+{
+ DepthEnable = TRUE;
+ DepthWriteMask = ALL;
+ DepthFunc = LESS_EQUAL;
+};
+
+//--------------------------------------------------------------------------------------
+// Texture samplers
+//--------------------------------------------------------------------------------------
+SamplerState MeshTextureSampler
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Wrap;
+ AddressV = Wrap;
+};
+
+
+//--------------------------------------------------------------------------------------
+// Vertex shader output structure
+//--------------------------------------------------------------------------------------
+struct VS_OUTPUT
+{
+ float4 Position : SV_POSITION; // vertex position
+ float4 Diffuse : COLOR0; // vertex diffuse color (note that COLOR0 is clamped from 0..1)
+ float2 TextureUV : TEXCOORD0; // vertex texture coords
+};
+
+
+//--------------------------------------------------------------------------------------
+// This shader computes standard transform and lighting
+//--------------------------------------------------------------------------------------
+VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
+ float3 vNormal : NORMAL,
+ float2 vTexCoord0 : TEXCOORD,
+ uniform int nNumLights,
+ uniform bool bTexture,
+ uniform bool bAnimate )
+{
+ VS_OUTPUT Output;
+ float3 vNormalWorldSpace;
+
+ float4 vAnimatedPos = vPos;
+
+ // Animation the vertex based on time and the vertex's object space position
+ if( bAnimate )
+ vAnimatedPos += float4(vNormal, 0) * (sin(g_fTime+5.5)+0.5)*5;
+
+ // Transform the position from object space to homogeneous projection space
+ Output.Position = mul(vAnimatedPos, g_mWorldViewProjection);
+
+ // Transform the normal from object space to world space
+ vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
+
+ // Compute simple directional lighting equation
+ float3 vTotalLightDiffuse = float3(0,0,0);
+ for(int i=0; i<nNumLights; i++ )
+ vTotalLightDiffuse += g_LightDiffuse[i] * max(0,dot(vNormalWorldSpace, g_LightDir[i]));
+
+ Output.Diffuse.rgb = g_MaterialDiffuseColor * vTotalLightDiffuse +
+ g_MaterialAmbientColor * g_LightAmbient;
+ Output.Diffuse.a = 1.0f;
+
+ // Just copy the texture coordinate through
+ if( bTexture )
+ Output.TextureUV = vTexCoord0;
+ else
+ Output.TextureUV = 0;
+
+ return Output;
+}
+
+
+//--------------------------------------------------------------------------------------
+// Pixel shader output structure
+//--------------------------------------------------------------------------------------
+struct PS_OUTPUT
+{
+ float4 RGBColor : SV_Target; // Pixel color
+};
+
+
+//--------------------------------------------------------------------------------------
+// This shader outputs the pixel's color by modulating the texture's
+// color with diffuse material color
+//--------------------------------------------------------------------------------------
+PS_OUTPUT RenderScenePS( VS_OUTPUT In,
+ uniform bool bTexture )
+{
+ PS_OUTPUT Output;
+
+ // Lookup mesh texture and modulate it with diffuse
+ if( bTexture )
+ Output.RGBColor = g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV) * In.Diffuse;
+ else
+ Output.RGBColor = In.Diffuse;
+
+ return Output;
+}
+
+
+//--------------------------------------------------------------------------------------
+// Renders scene to render target using D3D11 Techniques
+//--------------------------------------------------------------------------------------
+technique11 RenderSceneWithTexture1Light
+{
+ pass P0
+ {
+ SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 1, true, true ) ) );
+ SetGeometryShader( NULL );
+ SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( true ) ) );
+
+ SetDepthStencilState( EnableDepth, 0 );
+ }
+}
+
+technique11 RenderSceneWithTexture2Light
+{
+ pass P0
+ {
+ SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 2, true, true ) ) );
+ SetGeometryShader( NULL );
+ SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( true ) ) );
+
+ SetDepthStencilState( EnableDepth, 0 );
+ }
+}
+
+technique11 RenderSceneWithTexture3Light
+{
+ pass P0
+ {
+ SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 3, true, true ) ) );
+ SetGeometryShader( NULL );
+ SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( true ) ) );
+
+ SetDepthStencilState( EnableDepth, 0 );
+ }
+}
+
+technique11 RenderSceneNoTexture
+{
+ pass P0
+ {
+ SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 1, true, true ) ) );
+ SetGeometryShader( NULL );
+ SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( false ) ) );
+
+ SetDepthStencilState( EnableDepth, 0 );
+ }
+} \ No newline at end of file