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-rw-r--r--tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx76
1 files changed, 0 insertions, 76 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx b/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx
deleted file mode 100644
index 219e96b9f..000000000
--- a/tests/hlsl/dxsdk/Direct3D11Tutorials/Tutorial06/Tutorial06.fx
+++ /dev/null
@@ -1,76 +0,0 @@
-//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues.
-//TEST:COMPARE_HLSL: -profile vs_4_0 -entry VS -profile ps_4_0 -entry PS -entry PSSolid
-//--------------------------------------------------------------------------------------
-// File: Tutorial06.fx
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-
-//--------------------------------------------------------------------------------------
-// Constant Buffer Variables
-//--------------------------------------------------------------------------------------
-cbuffer ConstantBuffer : register( b0 )
-{
- matrix World;
- matrix View;
- matrix Projection;
- float4 vLightDir[2];
- float4 vLightColor[2];
- float4 vOutputColor;
-}
-
-
-//--------------------------------------------------------------------------------------
-struct VS_INPUT
-{
- float4 Pos : POSITION;
- float3 Norm : NORMAL;
-};
-
-struct PS_INPUT
-{
- float4 Pos : SV_POSITION;
- float3 Norm : TEXCOORD0;
-};
-
-
-//--------------------------------------------------------------------------------------
-// Vertex Shader
-//--------------------------------------------------------------------------------------
-PS_INPUT VS( VS_INPUT input )
-{
- PS_INPUT output = (PS_INPUT)0;
- output.Pos = mul( input.Pos, World );
- output.Pos = mul( output.Pos, View );
- output.Pos = mul( output.Pos, Projection );
- output.Norm = mul( float4( input.Norm, 1 ), World ).xyz;
-
- return output;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Pixel Shader
-//--------------------------------------------------------------------------------------
-float4 PS( PS_INPUT input) : SV_Target
-{
- float4 finalColor = 0;
-
- //do NdotL lighting for 2 lights
- for(int i=0; i<2; i++)
- {
- finalColor += saturate( dot( (float3)vLightDir[i],input.Norm) * vLightColor[i] );
- }
- finalColor.a = 1;
- return finalColor;
-}
-
-
-//--------------------------------------------------------------------------------------
-// PSSolid - render a solid color
-//--------------------------------------------------------------------------------------
-float4 PSSolid( PS_INPUT input) : SV_Target
-{
- return vOutputColor;
-}