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Diffstat (limited to 'tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx')
| -rw-r--r-- | tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx | 112 |
1 files changed, 0 insertions, 112 deletions
diff --git a/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx b/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx deleted file mode 100644 index 00883ce70..000000000 --- a/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx +++ /dev/null @@ -1,112 +0,0 @@ -//TEST_IGNORE_FILE: -//-------------------------------------------------------------------------------------- -// File: SimpleSample.fx -// -// The effect file for the SimpleSample sample. -// -// Copyright (c) Microsoft Corporation. All rights reserved. -//-------------------------------------------------------------------------------------- - - -//-------------------------------------------------------------------------------------- -// Global variables -//-------------------------------------------------------------------------------------- -float4 g_MaterialAmbientColor; // Material's ambient color -float4 g_MaterialDiffuseColor; // Material's diffuse color -float3 g_LightDir; // Light's direction in world space -float4 g_LightDiffuse; // Light's diffuse color -texture g_MeshTexture; // Color texture for mesh - -float g_fTime; // App's time in seconds -float4x4 g_mWorld; // World matrix for object -float4x4 g_mWorldViewProjection; // World * View * Projection matrix - - - -//-------------------------------------------------------------------------------------- -// Texture samplers -//-------------------------------------------------------------------------------------- -sampler MeshTextureSampler = -sampler_state -{ - Texture = <g_MeshTexture>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; -}; - - -//-------------------------------------------------------------------------------------- -// Vertex shader output structure -//-------------------------------------------------------------------------------------- -struct VS_OUTPUT -{ - float4 Position : POSITION; // vertex position - float4 Diffuse : COLOR0; // vertex diffuse color (note that COLOR0 is clamped from 0..1) - float2 TextureUV : TEXCOORD0; // vertex texture coords -}; - - -//-------------------------------------------------------------------------------------- -// This shader computes standard transform and lighting -//-------------------------------------------------------------------------------------- -VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, - float3 vNormal : NORMAL, - float2 vTexCoord0 : TEXCOORD0 ) -{ - VS_OUTPUT Output; - float3 vNormalWorldSpace; - - // Transform the position from object space to homogeneous projection space - Output.Position = mul(vPos, g_mWorldViewProjection); - - // Transform the normal from object space to world space - vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space) - - // Calc diffuse color - Output.Diffuse.rgb = g_MaterialDiffuseColor * g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_LightDir)) + - g_MaterialAmbientColor; - Output.Diffuse.a = 1.0f; - - // Just copy the texture coordinate through - Output.TextureUV = vTexCoord0; - - return Output; -} - - -//-------------------------------------------------------------------------------------- -// Pixel shader output structure -//-------------------------------------------------------------------------------------- -struct PS_OUTPUT -{ - float4 RGBColor : COLOR0; // Pixel color -}; - - -//-------------------------------------------------------------------------------------- -// This shader outputs the pixel's color by modulating the texture's -// color with diffuse material color -//-------------------------------------------------------------------------------------- -PS_OUTPUT RenderScenePS( VS_OUTPUT In ) -{ - PS_OUTPUT Output; - - // Lookup mesh texture and modulate it with diffuse - Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse; - - return Output; -} - - -//-------------------------------------------------------------------------------------- -// Renders scene -//-------------------------------------------------------------------------------------- -technique RenderScene -{ - pass P0 - { - VertexShader = compile vs_2_0 RenderSceneVS(); - PixelShader = compile ps_2_0 RenderScenePS(); - } -} |
