diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx')
| -rw-r--r-- | tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx b/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx new file mode 100644 index 000000000..7d839009d --- /dev/null +++ b/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx @@ -0,0 +1,76 @@ +//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 -entry PSSolid +//-------------------------------------------------------------------------------------- +// File: Tutorial06.fx +// +// Copyright (c) Microsoft Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + + +//-------------------------------------------------------------------------------------- +// Constant Buffer Variables +//-------------------------------------------------------------------------------------- +cbuffer ConstantBuffer : register( b0 ) +{ + matrix World; + matrix View; + matrix Projection; + float4 vLightDir[2]; + float4 vLightColor[2]; + float4 vOutputColor; +} + + +//-------------------------------------------------------------------------------------- +struct VS_INPUT +{ + float4 Pos : POSITION; + float3 Norm : NORMAL; +}; + +struct PS_INPUT +{ + float4 Pos : SV_POSITION; + float3 Norm : TEXCOORD0; +}; + + +//-------------------------------------------------------------------------------------- +// 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.Norm = mul( float4( input.Norm, 1 ), World ).xyz; + + return output; +} + + +//-------------------------------------------------------------------------------------- +// Pixel Shader +//-------------------------------------------------------------------------------------- +float4 PS( PS_INPUT input) : SV_Target +{ + float4 finalColor = 0; + + //do NdotL lighting for 2 lights + for(int i=0; i<2; i++) + { + finalColor += saturate( dot( (float3)vLightDir[i],input.Norm) * vLightColor[i] ); + } + finalColor.a = 1; + return finalColor; +} + + +//-------------------------------------------------------------------------------------- +// PSSolid - render a solid color +//-------------------------------------------------------------------------------------- +float4 PSSolid( PS_INPUT input) : SV_Target +{ + return vOutputColor; +} |
