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-rw-r--r--tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial09/Tutorial09.fx69
1 files changed, 0 insertions, 69 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial09/Tutorial09.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial09/Tutorial09.fx
deleted file mode 100644
index 2be29fb40..000000000
--- a/tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial09/Tutorial09.fx
+++ /dev/null
@@ -1,69 +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
-//--------------------------------------------------------------------------------------
-// File: Tutorial09.fx
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-//--------------------------------------------------------------------------------------
-// Constant Buffer Variables
-//--------------------------------------------------------------------------------------
-Texture2D txDiffuse : register( t0 );
-SamplerState samLinear : register( s0 );
-
-cbuffer cbNeverChanges : register( b0 )
-{
- float3 vLightDir;
-};
-
-cbuffer cbChangesEveryFrame : register( b1 )
-{
- matrix WorldViewProj;
- matrix World;
-};
-
-struct VS_INPUT
-{
- float3 Pos : POSITION; //position
- float3 Norm : NORMAL; //normal
- float2 Tex : TEXCOORD0; //texture coordinate
-};
-
-struct PS_INPUT
-{
- float4 Pos : SV_POSITION;
- float4 Diffuse : COLOR0;
- float2 Tex : TEXCOORD1;
-};
-
-
-//--------------------------------------------------------------------------------------
-// Vertex Shader
-//--------------------------------------------------------------------------------------
-PS_INPUT VS( VS_INPUT input )
-{
- PS_INPUT output = (PS_INPUT)0;
- output.Pos = mul( float4(input.Pos,1), WorldViewProj );
- float3 vNormalWorldSpace = normalize( mul( input.Norm, (float3x3)World ) );
-
- float fLighting = saturate( dot( vNormalWorldSpace, vLightDir ) );
- output.Diffuse.rgb = fLighting;
- output.Diffuse.a = 1.0f;
-
- output.Tex = input.Tex;
-
- return output;
-}
-
-
-//--------------------------------------------------------------------------------------
-// Pixel Shader
-//--------------------------------------------------------------------------------------
-float4 PS( PS_INPUT input) : SV_Target
-{
- //calculate lighting assuming light color is <1,1,1,1>
- float4 outputColor = txDiffuse.Sample( samLinear, input.Tex ) * input.Diffuse;
- outputColor.a = 1;
- return outputColor;
-}