diff options
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx')
| -rw-r--r-- | tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx | 117 |
1 files changed, 0 insertions, 117 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx deleted file mode 100644 index a647a9079..000000000 --- a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx +++ /dev/null @@ -1,117 +0,0 @@ -//TEST_IGNORE_FILE: -//-------------------------------------------------------------------------------------- -// File: Tutorial11.fx -// -// Copyright (c) Microsoft Corporation. All rights reserved. -//-------------------------------------------------------------------------------------- - - -//-------------------------------------------------------------------------------------- -// Constant Buffer Variables -//-------------------------------------------------------------------------------------- -Texture2D g_txDiffuse; -SamplerState samLinear -{ - Filter = MIN_MAG_MIP_LINEAR; - AddressU = Wrap; - AddressV = Wrap; -}; - -cbuffer cbConstant -{ - float3 vLightDir = float3(-0.577,0.577,-0.577); -}; - -cbuffer cbChangesEveryFrame -{ - matrix World; - matrix View; - matrix Projection; - float Time; -}; - -cbuffer cbUserChanges -{ - float Waviness; -}; - -struct VS_INPUT -{ - float3 Pos : POSITION; - float3 Norm : NORMAL; - float2 Tex : TEXCOORD0; -}; - -struct PS_INPUT -{ - float4 Pos : SV_POSITION; - float3 Norm : TEXCOORD0; - float2 Tex : TEXCOORD1; -}; - -//-------------------------------------------------------------------------------------- -// DepthStates -//-------------------------------------------------------------------------------------- -DepthStencilState EnableDepth -{ - DepthEnable = TRUE; - DepthWriteMask = ALL; - DepthFunc = LESS_EQUAL; -}; - -BlendState NoBlending -{ - AlphaToCoverageEnable = FALSE; - BlendEnable[0] = FALSE; -}; - - -//-------------------------------------------------------------------------------------- -// Vertex Shader -//-------------------------------------------------------------------------------------- -PS_INPUT VS( VS_INPUT input ) -{ - PS_INPUT output = (PS_INPUT)0; - - output.Pos = mul( float4(input.Pos,1), World ); - - output.Pos.x += sin( output.Pos.y*0.1f + Time )*Waviness; - - output.Pos = mul( output.Pos, View ); - output.Pos = mul( output.Pos, Projection ); - output.Norm = mul( input.Norm, World ); - 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> - float fLighting = saturate( dot( input.Norm, vLightDir ) ); - float4 outputColor = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; - outputColor.a = 1; - return outputColor; -} - - -//-------------------------------------------------------------------------------------- -// Technique -//-------------------------------------------------------------------------------------- -technique11 Render -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, VS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, PS() ) ); - - SetDepthStencilState( EnableDepth, 0 ); - SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - |
