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Diffstat (limited to 'tests/hlsl/dxsdk/SimpleSample11/SimpleSample.hlsl')
| -rw-r--r-- | tests/hlsl/dxsdk/SimpleSample11/SimpleSample.hlsl | 86 |
1 files changed, 0 insertions, 86 deletions
diff --git a/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.hlsl b/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.hlsl deleted file mode 100644 index 7c688940b..000000000 --- a/tests/hlsl/dxsdk/SimpleSample11/SimpleSample.hlsl +++ /dev/null @@ -1,86 +0,0 @@ -//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues. -//TEST:COMPARE_HLSL: -profile vs_4_0 -entry RenderSceneVS -profile ps_4_0 -entry RenderScenePS -//-------------------------------------------------------------------------------------- -// File: SimpleSample.hlsl -// -// The HLSL file for the SimpleSample sample for the Direct3D 11 device -// -// Copyright (c) Microsoft Corporation. All rights reserved. -//-------------------------------------------------------------------------------------- - - -//-------------------------------------------------------------------------------------- -// Constant Buffers -//-------------------------------------------------------------------------------------- -cbuffer cbPerObject : register( b0 ) -{ - matrix g_mWorldViewProjection : packoffset( c0 ); - matrix g_mWorld : packoffset( c4 ); - float4 g_MaterialAmbientColor : packoffset( c8 ); - float4 g_MaterialDiffuseColor : packoffset( c9 ); -} - -cbuffer cbPerFrame : register( b1 ) -{ - float3 g_vLightDir : packoffset( c0 ); - float g_fTime : packoffset( c0.w ); - float4 g_LightDiffuse : packoffset( c1 ); -}; - -//----------------------------------------------------------------------------------------- -// Textures and Samplers -//----------------------------------------------------------------------------------------- -Texture2D g_txDiffuse : register( t0 ); -SamplerState g_samLinear : register( s0 ); - -//-------------------------------------------------------------------------------------- -// shader input/output structure -//-------------------------------------------------------------------------------------- -struct VS_INPUT -{ - float4 Position : POSITION; // vertex position - float3 Normal : NORMAL; // this normal comes in per-vertex - float2 TextureUV : TEXCOORD0;// vertex texture coords -}; - -struct VS_OUTPUT -{ - float4 Position : SV_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( VS_INPUT input ) -{ - VS_OUTPUT Output; - float3 vNormalWorldSpace; - - // Transform the position from object space to homogeneous projection space - Output.Position = mul( input.Position, g_mWorldViewProjection ); - - // Transform the normal from object space to world space - vNormalWorldSpace = normalize(mul(input.Normal, (float3x3)g_mWorld)); // normal (world space) - - // Calc diffuse color - Output.Diffuse.rgb = g_MaterialDiffuseColor * g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_vLightDir)) + - g_MaterialAmbientColor; - Output.Diffuse.a = 1.0f; - - // Just copy the texture coordinate through - Output.TextureUV = input.TextureUV; - - return Output; -} - -//-------------------------------------------------------------------------------------- -// This shader outputs the pixel's color by modulating the texture's -// color with diffuse material color -//-------------------------------------------------------------------------------------- -float4 RenderScenePS( VS_OUTPUT In ) : SV_TARGET -{ - // Lookup mesh texture and modulate it with diffuse - return g_txDiffuse.Sample( g_samLinear, In.TextureUV ) * In.Diffuse; -} |
