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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/Direct3D11TutorialsFX11/Tutorial12
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12')
-rw-r--r--tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx129
1 files changed, 129 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx
new file mode 100644
index 000000000..aae7f9a87
--- /dev/null
+++ b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx
@@ -0,0 +1,129 @@
+//TEST_IGNORE_FILE:
+//
+// Constant Buffer Variables
+//
+
+Texture2D g_txDiffuse;
+SamplerState samLinear
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Wrap;
+ AddressV = Wrap;
+};
+
+TextureCube g_txEnvMap;
+SamplerState samLinearClamp
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+};
+
+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; //position
+ float3 Norm : NORMAL; //normal
+ float2 Tex : TEXCOORD0; //texture coordinate
+};
+
+struct PS_INPUT
+{
+ float4 Pos : SV_POSITION;
+ float3 Norm : TEXCOORD0;
+ float2 Tex : TEXCOORD1;
+ float3 ViewR : TEXCOORD2;
+};
+
+//--------------------------------------------------------------------------------------
+// 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, (float3x3)World );
+ output.Tex = input.Tex;
+
+ // Calculate the reflection vector
+ float3 viewNorm = mul( output.Norm, (float3x3)View );
+ output.ViewR = reflect( viewNorm, float3(0,0,-1.0) );
+
+ 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 ) );
+
+ // Load the environment map texture
+ float4 cReflect = g_txEnvMap.Sample( samLinearClamp, input.ViewR );
+
+ // Load the diffuse texture and multiply by the lighting amount
+ float4 cDiffuse = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting;
+
+ // Add diffuse to reflection and go
+ float4 cTotal = cDiffuse + cReflect;
+ cTotal.a = 1;
+ return cTotal;
+}
+
+//
+// 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 );
+ }
+}