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-rw-r--r--tests/hlsl/dxsdk/BasicHLSLFX11/BasicHLSLFX11.fx181
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