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-rw-r--r--tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial11/Tutorial11.fx117
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 );
- }
-}
-