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/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx')
| -rw-r--r-- | tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx new file mode 100644 index 000000000..a647a9079 --- /dev/null +++ b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx @@ -0,0 +1,117 @@ +//TEST_IGNORE_FILE: +//-------------------------------------------------------------------------------------- +// File: Tutorial11.fx +// +// Copyright (c) Microsoft Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + + +//-------------------------------------------------------------------------------------- +// Constant Buffer Variables +//-------------------------------------------------------------------------------------- +Texture2D g_txDiffuse; +SamplerState samLinear +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Wrap; + AddressV = Wrap; +}; + +cbuffer cbConstant +{ + float3 vLightDir = float3(-0.577,0.577,-0.577); +}; + +cbuffer cbChangesEveryFrame +{ + matrix World; + matrix View; + matrix Projection; + float Time; +}; + +cbuffer cbUserChanges +{ + float Waviness; +}; + +struct VS_INPUT +{ + float3 Pos : POSITION; + float3 Norm : NORMAL; + float2 Tex : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Pos : SV_POSITION; + float3 Norm : TEXCOORD0; + float2 Tex : TEXCOORD1; +}; + +//-------------------------------------------------------------------------------------- +// DepthStates +//-------------------------------------------------------------------------------------- +DepthStencilState EnableDepth +{ + DepthEnable = TRUE; + DepthWriteMask = ALL; + DepthFunc = LESS_EQUAL; +}; + +BlendState NoBlending +{ + AlphaToCoverageEnable = FALSE; + BlendEnable[0] = FALSE; +}; + + +//-------------------------------------------------------------------------------------- +// Vertex Shader +//-------------------------------------------------------------------------------------- +PS_INPUT VS( VS_INPUT input ) +{ + PS_INPUT output = (PS_INPUT)0; + + output.Pos = mul( float4(input.Pos,1), World ); + + output.Pos.x += sin( output.Pos.y*0.1f + Time )*Waviness; + + output.Pos = mul( output.Pos, View ); + output.Pos = mul( output.Pos, Projection ); + output.Norm = mul( input.Norm, World ); + output.Tex = input.Tex; + + return output; +} + + +//-------------------------------------------------------------------------------------- +// Pixel Shader +//-------------------------------------------------------------------------------------- +float4 PS( PS_INPUT input) : SV_Target +{ + // Calculate lighting assuming light color is <1,1,1,1> + float fLighting = saturate( dot( input.Norm, vLightDir ) ); + float4 outputColor = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; + outputColor.a = 1; + return outputColor; +} + + +//-------------------------------------------------------------------------------------- +// Technique +//-------------------------------------------------------------------------------------- +technique11 Render +{ + pass P0 + { + SetVertexShader( CompileShader( vs_4_0, VS() ) ); + SetGeometryShader( NULL ); + SetPixelShader( CompileShader( ps_4_0, PS() ) ); + + SetDepthStencilState( EnableDepth, 0 ); + SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); + } +} + |
