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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/Direct3D11Tutorials/Tutorial05/Tutorial05.fx
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial05/Tutorial05.fx')
-rw-r--r--tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial05/Tutorial05.fx54
1 files changed, 54 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial05/Tutorial05.fx b/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial05/Tutorial05.fx
new file mode 100644
index 000000000..b15c99e49
--- /dev/null
+++ b/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial05/Tutorial05.fx
@@ -0,0 +1,54 @@
+//TEST_IGNORE_FILE: Currently failing due to Spire compiler issues.
+//TEST:COMPARE_HLSL: -target dxbc-assembly -profile vs_4_0 -entry VS -profile ps_4_0 -entry PS
+//--------------------------------------------------------------------------------------
+// File: Tutorial05.fx
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+
+//--------------------------------------------------------------------------------------
+// Constant Buffer Variables
+//--------------------------------------------------------------------------------------
+cbuffer ConstantBuffer : register( b0 )
+{
+ matrix World;
+ matrix View;
+ matrix Projection;
+}
+
+//--------------------------------------------------------------------------------------
+struct VS_INPUT
+{
+ float4 Pos : POSITION;
+ float4 Color : COLOR;
+};
+
+struct PS_INPUT
+{
+ float4 Pos : SV_POSITION;
+ float4 Color : COLOR;
+};
+
+
+//--------------------------------------------------------------------------------------
+// Vertex Shader
+//--------------------------------------------------------------------------------------
+PS_INPUT VS( VS_INPUT input )
+{
+ PS_INPUT output = (PS_INPUT)0;
+ output.Pos = mul( input.Pos, World );
+ output.Pos = mul( output.Pos, View );
+ output.Pos = mul( output.Pos, Projection );
+ output.Color = input.Color;
+
+ return output;
+}
+
+
+//--------------------------------------------------------------------------------------
+// Pixel Shader
+//--------------------------------------------------------------------------------------
+float4 PS( PS_INPUT input) : SV_Target
+{
+ return input.Color;
+}