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//TEST_IGNORE_FILE: Currently failing due to Spire compiler issues.
//TEST:COMPARE_HLSL: -target dxbc-assembly -profile vs_4_0 -entry VS -profile ps_4_0 -entry PS
//--------------------------------------------------------------------------------------
// File: Tutorial09.fx
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Constant Buffer Variables
//--------------------------------------------------------------------------------------
Texture2D txDiffuse : register( t0 );
SamplerState samLinear : register( s0 );
cbuffer cbNeverChanges : register( b0 )
{
float3 vLightDir;
};
cbuffer cbChangesEveryFrame : register( b1 )
{
matrix WorldViewProj;
matrix World;
};
struct VS_INPUT
{
float3 Pos : POSITION; //position
float3 Norm : NORMAL; //normal
float2 Tex : TEXCOORD0; //texture coordinate
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Diffuse : COLOR0;
float2 Tex : TEXCOORD1;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul( float4(input.Pos,1), WorldViewProj );
float3 vNormalWorldSpace = normalize( mul( input.Norm, (float3x3)World ) );
float fLighting = saturate( dot( vNormalWorldSpace, vLightDir ) );
output.Diffuse.rgb = fLighting;
output.Diffuse.a = 1.0f;
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>
float4 outputColor = txDiffuse.Sample( samLinear, input.Tex ) * input.Diffuse;
outputColor.a = 1;
return outputColor;
}
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