//TEST_IGNORE_FILE: //-------------------------------------------------------------------------------------- // File: Tutorial11.fx // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Constant Buffer Variables //-------------------------------------------------------------------------------------- Texture2D g_txDiffuse; SamplerState samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; cbuffer cbConstant { float3 vLightDir = float3(-0.577,0.577,-0.577); }; cbuffer cbChangesEveryFrame { matrix World; matrix View; matrix Projection; float Time; }; cbuffer cbUserChanges { float Waviness; }; struct VS_INPUT { float3 Pos : POSITION; float3 Norm : NORMAL; float2 Tex : TEXCOORD0; }; struct PS_INPUT { float4 Pos : SV_POSITION; float3 Norm : TEXCOORD0; float2 Tex : TEXCOORD1; }; //-------------------------------------------------------------------------------------- // DepthStates //-------------------------------------------------------------------------------------- DepthStencilState EnableDepth { DepthEnable = TRUE; DepthWriteMask = ALL; DepthFunc = LESS_EQUAL; }; BlendState NoBlending { AlphaToCoverageEnable = FALSE; BlendEnable[0] = FALSE; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- PS_INPUT VS( VS_INPUT input ) { PS_INPUT output = (PS_INPUT)0; output.Pos = mul( float4(input.Pos,1), World ); output.Pos.x += sin( output.Pos.y*0.1f + Time )*Waviness; output.Pos = mul( output.Pos, View ); output.Pos = mul( output.Pos, Projection ); output.Norm = mul( input.Norm, World ); output.Tex = input.Tex; return output; } //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float4 PS( PS_INPUT input) : SV_Target { // Calculate lighting assuming light color is <1,1,1,1> float fLighting = saturate( dot( input.Norm, vLightDir ) ); float4 outputColor = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; outputColor.a = 1; return outputColor; } //-------------------------------------------------------------------------------------- // Technique //-------------------------------------------------------------------------------------- technique11 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetDepthStencilState( EnableDepth, 0 ); SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); } }