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-rw-r--r--tests/hlsl/dxsdk/SimpleSample11/SimpleSample.hlsl86
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;
-}