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-rw-r--r--tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx129
1 files changed, 0 insertions, 129 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx
deleted file mode 100644
index aae7f9a87..000000000
--- a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial12/Tutorial12.fx
+++ /dev/null
@@ -1,129 +0,0 @@
-//TEST_IGNORE_FILE:
-//
-// Constant Buffer Variables
-//
-
-Texture2D g_txDiffuse;
-SamplerState samLinear
-{
- Filter = MIN_MAG_MIP_LINEAR;
- AddressU = Wrap;
- AddressV = Wrap;
-};
-
-TextureCube g_txEnvMap;
-SamplerState samLinearClamp
-{
- Filter = MIN_MAG_MIP_LINEAR;
- AddressU = Clamp;
- AddressV = Clamp;
-};
-
-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; //position
- float3 Norm : NORMAL; //normal
- float2 Tex : TEXCOORD0; //texture coordinate
-};
-
-struct PS_INPUT
-{
- float4 Pos : SV_POSITION;
- float3 Norm : TEXCOORD0;
- float2 Tex : TEXCOORD1;
- float3 ViewR : TEXCOORD2;
-};
-
-//--------------------------------------------------------------------------------------
-// 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, (float3x3)World );
- output.Tex = input.Tex;
-
- // Calculate the reflection vector
- float3 viewNorm = mul( output.Norm, (float3x3)View );
- output.ViewR = reflect( viewNorm, float3(0,0,-1.0) );
-
- 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 ) );
-
- // Load the environment map texture
- float4 cReflect = g_txEnvMap.Sample( samLinearClamp, input.ViewR );
-
- // Load the diffuse texture and multiply by the lighting amount
- float4 cDiffuse = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting;
-
- // Add diffuse to reflection and go
- float4 cTotal = cDiffuse + cReflect;
- cTotal.a = 1;
- return cTotal;
-}
-
-//
-// 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 );
- }
-}