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diff --git a/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL.fx b/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL.fx
deleted file mode 100644
index bd28f862b..000000000
--- a/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL.fx
+++ /dev/null
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-//TEST_IGNORE_FILE:
-//--------------------------------------------------------------------------------------
-// File: BasicHLSL.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; // Light's direction in world space
-float4 g_LightDiffuse; // Light's diffuse color
-float4 g_LightAmbient; // Light's ambient color
-
-texture 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
-
-
-
-//--------------------------------------------------------------------------------------
-// Texture samplers
-//--------------------------------------------------------------------------------------
-sampler MeshTextureSampler =
-sampler_state
-{
- Texture = <g_MeshTexture>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
-};
-
-
-//--------------------------------------------------------------------------------------
-// Vertex shader output structure
-//--------------------------------------------------------------------------------------
-struct VS_OUTPUT
-{
- float4 Position : 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 : TEXCOORD0,
- uniform int nNumLights,
- uniform bool bTexture,
- uniform bool bAnimate )
-{
-
- VS_OUTPUT Output;
- float3 vNormalWorldSpace;
-
- // Transform the position from object space to homogeneous projection space
- Output.Position = mul(vPos, 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 * max(0,dot(vNormalWorldSpace, g_LightDir));
-
- 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 : COLOR0; // 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 = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;
- else
- Output.RGBColor = In.Diffuse;
-
- return Output;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Renders scene to render target
-//--------------------------------------------------------------------------------------
-technique RenderSceneWithTexture1Light
-{
- pass P0
- {
- VertexShader = compile vs_2_0 RenderSceneVS( 1, true, true );
- PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
- }
-}
-
-technique RenderSceneWithTexture2Light
-{
- pass P0
- {
- VertexShader = compile vs_2_0 RenderSceneVS( 2, true, true );
- PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
- }
-}
-
-technique RenderSceneWithTexture3Light
-{
- pass P0
- {
- VertexShader = compile vs_2_0 RenderSceneVS( 3, true, true );
- PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
- }
-}
-
-technique RenderSceneNoTexture
-{
- pass P0
- {
- VertexShader = compile vs_2_0 RenderSceneVS( 1, false, false );
- PixelShader = compile ps_2_0 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired)
- }
-}