diff options
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial14/Tutorial14.fx')
| -rw-r--r-- | tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial14/Tutorial14.fx | 294 |
1 files changed, 0 insertions, 294 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial14/Tutorial14.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial14/Tutorial14.fx deleted file mode 100644 index b1e45b842..000000000 --- a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial14/Tutorial14.fx +++ /dev/null @@ -1,294 +0,0 @@ -//TEST_IGNORE_FILE: -//-------------------------------------------------------------------------------------- -// File: Tutorial14.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; -}; - -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; -}; - -struct QUADVS_INPUT -{ - float4 Pos : POSITION; - float2 Tex : TEXCOORD0; -}; - -struct QUADVS_OUTPUT -{ - float4 Pos : SV_POSITION; // Transformed position - float2 Tex : TEXCOORD0; -}; - -//-------------------------------------------------------------------------------------- -// Blending States -//-------------------------------------------------------------------------------------- -BlendState NoBlending -{ - BlendEnable[0] = FALSE; -}; - -BlendState SrcAlphaBlendingAdd -{ - BlendEnable[0] = TRUE; - SrcBlend = SRC_ALPHA; - DestBlend = ONE; - BlendOp = ADD; - SrcBlendAlpha = ZERO; - DestBlendAlpha = ZERO; - BlendOpAlpha = ADD; - RenderTargetWriteMask[0] = 0x0F; -}; - -BlendState SrcAlphaBlendingSub -{ - BlendEnable[0] = TRUE; - SrcBlend = SRC_ALPHA; - DestBlend = ONE; - BlendOp = SUBTRACT; - SrcBlendAlpha = ZERO; - DestBlendAlpha = ZERO; - BlendOpAlpha = ADD; - RenderTargetWriteMask[0] = 0x0F; -}; - -BlendState SrcColorBlendingAdd -{ - BlendEnable[0] = TRUE; - SrcBlend = SRC_COLOR; - DestBlend = ONE; - BlendOp = ADD; - SrcBlendAlpha = ZERO; - DestBlendAlpha = ZERO; - BlendOpAlpha = ADD; - RenderTargetWriteMask[0] = 0x0F; -}; - -BlendState SrcColorBlendingSub -{ - BlendEnable[0] = TRUE; - SrcBlend = SRC_COLOR; - DestBlend = ONE; - BlendOp = SUBTRACT; - SrcBlendAlpha = ZERO; - DestBlendAlpha = ZERO; - BlendOpAlpha = ADD; - RenderTargetWriteMask[0] = 0x0F; -}; - -//-------------------------------------------------------------------------------------- -// Depth/Stencil States -//-------------------------------------------------------------------------------------- -DepthStencilState RenderWithStencilState -{ - DepthEnable = false; - DepthWriteMask = ZERO; - DepthFunc = Less; - - // Setup stencil states - StencilEnable = true; - StencilReadMask = 0xFF; - StencilWriteMask = 0x00; - - FrontFaceStencilFunc = Not_Equal; - FrontFaceStencilPass = Keep; - FrontFaceStencilFail = Zero; - - BackFaceStencilFunc = Not_Equal; - BackFaceStencilPass = Keep; - BackFaceStencilFail = Zero; -}; - - - -//-------------------------------------------------------------------------------------- -// Scene Vertex Shader -//-------------------------------------------------------------------------------------- -PS_INPUT VS( VS_INPUT input ) -{ - PS_INPUT output = (PS_INPUT)0; - - output.Pos = mul( float4(input.Pos,1), World ); - output.Pos = mul( output.Pos, View ); - output.Pos = mul( output.Pos, Projection ); - output.Norm = mul( input.Norm, World ); - output.Tex = input.Tex; - - return output; -} - -//----------------------------------------------------------------------------- -// Quad Vertex Shaders -//----------------------------------------------------------------------------- -QUADVS_OUTPUT QuadVS( QUADVS_INPUT Input ) -{ - QUADVS_OUTPUT Output; - Output.Pos = mul( Input.Pos, World ); - Output.Pos = mul( Output.Pos, View ); - Output.Pos = mul( Output.Pos, Projection ); - Output.Tex = Input.Tex; - return Output; -} - -QUADVS_OUTPUT ScreenQuadVS( QUADVS_INPUT Input ) -{ - QUADVS_OUTPUT Output; - Output.Pos = Input.Pos; - 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; -} - -//-------------------------------------------------------------------------------------- -// Quad Pixel Shader -//-------------------------------------------------------------------------------------- -float4 QuadPS( QUADVS_OUTPUT input) : SV_Target -{ - return g_txDiffuse.Sample( samLinear, input.Tex ); -} - - -//-------------------------------------------------------------------------------------- -// Scene Techniques -//-------------------------------------------------------------------------------------- -technique11 RenderScene -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, VS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, PS() ) ); - SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - -//-------------------------------------------------------------------------------------- -// RenderWithStencil - set the depth stencil state inside of the technique -//-------------------------------------------------------------------------------------- -technique11 RenderWithStencil -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, ScreenQuadVS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); - - SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - SetDepthStencilState( RenderWithStencilState, 0 ); - } -} - -//-------------------------------------------------------------------------------------- -// Quad Techniques: Alpha blending state is set inside the technique -//-------------------------------------------------------------------------------------- -technique11 RenderQuadSolid -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); - - SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - -//-------------------------------------------------------------------------------------- -technique11 RenderQuadSrcAlphaAdd -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); - - SetBlendState( SrcAlphaBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - -//-------------------------------------------------------------------------------------- -technique11 RenderQuadSrcAlphaSub -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); - - SetBlendState( SrcAlphaBlendingSub, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - -//-------------------------------------------------------------------------------------- -technique11 RenderQuadSrcColorAdd -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); - - SetBlendState( SrcColorBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - -//-------------------------------------------------------------------------------------- -technique11 RenderQuadSrcColorSub -{ - pass P0 - { - SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); - SetGeometryShader( NULL ); - SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); - - SetBlendState( SrcColorBlendingSub, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); - } -} - - |
