diff options
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial10')
| -rw-r--r-- | tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial10/Tutorial10.fx | 73 |
1 files changed, 0 insertions, 73 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial10/Tutorial10.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial10/Tutorial10.fx deleted file mode 100644 index 68f53c0b6..000000000 --- a/tests/hlsl/dxsdk/Direct3D11TutorialsDXUT/Tutorial10/Tutorial10.fx +++ /dev/null @@ -1,73 +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: Tutorial10.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; - float Puffiness; -}; - -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; - - input.Pos += input.Norm * Puffiness; - - 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; -} |
