summaryrefslogtreecommitdiffstats
path: root/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx
diff options
context:
space:
mode:
Diffstat (limited to 'tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx')
-rw-r--r--tests/hlsl/dxsdk/SimpleSample11/SimpleSample.fx112
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();
- }
-}