From fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd Mon Sep 17 00:00:00 2001 From: Tim Foley Date: Fri, 9 Jun 2017 11:34:21 -0700 Subject: Initial import of code. --- tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl | 51 ++++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl (limited to 'tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl') diff --git a/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl b/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl new file mode 100644 index 000000000..78fff9eeb --- /dev/null +++ b/tests/hlsl/dxsdk/BasicHLSL11/BasicHLSL11_PS.hlsl @@ -0,0 +1,51 @@ +//TEST:COMPARE_HLSL: -target dxbc-assembly -profile ps_4_0 -entry PSMain +//-------------------------------------------------------------------------------------- +// File: BasicHLSL11_PS.hlsl +// +// The pixel shader file for the BasicHLSL11 sample. +// +// Copyright (c) Microsoft Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + +//-------------------------------------------------------------------------------------- +// Globals +//-------------------------------------------------------------------------------------- +cbuffer cbPerObject : register( b0 ) +{ + float4 g_vObjectColor : packoffset( c0 ); +}; + +cbuffer cbPerFrame : register( b1 ) +{ + float3 g_vLightDir : packoffset( c0 ); + float g_fAmbient : packoffset( c0.w ); +}; + +//-------------------------------------------------------------------------------------- +// Textures and Samplers +//-------------------------------------------------------------------------------------- +Texture2D g_txDiffuse : register( t0 ); +SamplerState g_samLinear : register( s0 ); + +//-------------------------------------------------------------------------------------- +// Input / Output structures +//-------------------------------------------------------------------------------------- +struct PS_INPUT +{ + float3 vNormal : NORMAL; + float2 vTexcoord : TEXCOORD0; +}; + +//-------------------------------------------------------------------------------------- +// Pixel Shader +//-------------------------------------------------------------------------------------- +float4 PSMain( PS_INPUT Input ) : SV_TARGET +{ + float4 vDiffuse = g_txDiffuse.Sample( g_samLinear, Input.vTexcoord ); + + float fLighting = saturate( dot( g_vLightDir, Input.vNormal ) ); + fLighting = max( fLighting, g_fAmbient ); + + return vDiffuse * fLighting; +} + -- cgit v1.2.3