diff options
Diffstat (limited to 'tests/hlsl/dxsdk/BasicHLSLFX11')
| -rw-r--r-- | tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx | 181 |
1 files changed, 0 insertions, 181 deletions
diff --git a/tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx b/tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx deleted file mode 100644 index 1ecc1930a..000000000 --- a/tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx +++ /dev/null @@ -1,181 +0,0 @@ -//TEST_IGNORE_FILE: -//-------------------------------------------------------------------------------------- -// File: BasicHLSL11.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[3]; // Light's direction in world space -float4 g_LightDiffuse[3]; // Light's diffuse color -float4 g_LightAmbient; // Light's ambient color - -Texture2D 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 - -//-------------------------------------------------------------------------------------- -// DepthStates -//-------------------------------------------------------------------------------------- -DepthStencilState EnableDepth -{ - DepthEnable = TRUE; - DepthWriteMask = ALL; - DepthFunc = LESS_EQUAL; -}; - -//-------------------------------------------------------------------------------------- -// Texture samplers -//-------------------------------------------------------------------------------------- -SamplerState MeshTextureSampler -{ - Filter = MIN_MAG_MIP_LINEAR; - AddressU = Wrap; - AddressV = Wrap; -}; - - -//-------------------------------------------------------------------------------------- -// Vertex shader output structure -//-------------------------------------------------------------------------------------- -struct VS_OUTPUT -{ - float4 Position : SV_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 : TEXCOORD, - uniform int nNumLights, - uniform bool bTexture, - uniform bool bAnimate ) -{ - VS_OUTPUT Output; - float3 vNormalWorldSpace; - - float4 vAnimatedPos = vPos; - - // Animation the vertex based on time and the vertex's object space position - if( bAnimate ) - vAnimatedPos += float4(vNormal, 0) * (sin(g_fTime+5.5)+0.5)*5; - - // Transform the position from object space to homogeneous projection space - Output.Position = mul(vAnimatedPos, 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[i] * max(0,dot(vNormalWorldSpace, g_LightDir[i])); - - 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 : SV_Target; // 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 = g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV) * In.Diffuse; - else - Output.RGBColor = In.Diffuse; - - return Output; -} - - -//-------------------------------------------------------------------------------------- -// Renders scene to render target using D3D11 Techniques -//-------------------------------------------------------------------------------------- -technique11 RenderSceneWithTexture1Light -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 1, true, true ) ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( true ) ) ); - - SetDepthStencilState( EnableDepth, 0 ); - } -} - -technique11 RenderSceneWithTexture2Light -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 2, true, true ) ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( true ) ) ); - - SetDepthStencilState( EnableDepth, 0 ); - } -} - -technique11 RenderSceneWithTexture3Light -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 3, true, true ) ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( true ) ) ); - - SetDepthStencilState( EnableDepth, 0 ); - } -} - -technique11 RenderSceneNoTexture -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0_level_9_1, RenderSceneVS( 1, true, true ) ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0_level_9_1, RenderScenePS( false ) ) ); - - SetDepthStencilState( EnableDepth, 0 ); - } -}
\ No newline at end of file |
