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Diffstat (limited to 'tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl')
-rw-r--r--tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl60
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;
-}
-