diff options
Diffstat (limited to 'tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl')
| -rw-r--r-- | tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl b/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl deleted file mode 100644 index 33ea61b07..000000000 --- a/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl +++ /dev/null @@ -1,60 +0,0 @@ -//TEST:COMPARE_HLSL:-no-mangle -profile ps_4_0 -entry PSMain - -#ifndef __SLANG__ -#define cbPerFrame cbPerFrame_0 -#define g_vLightDir g_vLightDir_0 -#define g_fAmbient g_fAmbient_0 -#define g_samLinear g_samLinear_0 -#define g_txDiffuse g_txDiffuse_0 -#endif - -//-------------------------------------------------------------------------------------- -// File: BasicHLSL11_PS.hlsl -// -// The pixel shader file for the BasicHLSL11 sample. -// -// Copyright (c) Microsoft Corporation. All rights reserved. -//-------------------------------------------------------------------------------------- - -//-------------------------------------------------------------------------------------- -// Globals -//-------------------------------------------------------------------------------------- -cbuffer cbPerObject : register( b0 ) -{ - float4 g_vObjectColor ;//SLANG: : packoffset( c0 ); -}; - -cbuffer cbPerFrame : register( b1 ) -{ - float3 g_vLightDir ;//SLANG: : packoffset( c0 ); - float g_fAmbient ;//SLANG: : packoffset( c0.w ); -}; - -//-------------------------------------------------------------------------------------- -// Textures and Samplers -//-------------------------------------------------------------------------------------- -Texture2D g_txDiffuse : register( t0 ); -SamplerState g_samLinear : register( s0 ); - -//-------------------------------------------------------------------------------------- -// Input / Output structures -//-------------------------------------------------------------------------------------- -struct PS_INPUT -{ - float3 vNormal : NORMAL; - float2 vTexcoord : TEXCOORD0; -}; - -//-------------------------------------------------------------------------------------- -// Pixel Shader -//-------------------------------------------------------------------------------------- -float4 PSMain( PS_INPUT Input ) : SV_TARGET -{ - float4 vDiffuse = g_txDiffuse.Sample( g_samLinear, Input.vTexcoord ); - - float fLighting = saturate( dot( g_vLightDir, Input.vNormal ) ); - fLighting = max( fLighting, g_fAmbient ); - - return vDiffuse * fLighting; -} - |
