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authorlbavoil <[email protected]>2016-08-08 15:45:59 +0200
committerlbavoil <[email protected]>2016-08-08 15:45:59 +0200
commit4801bf501ea20940640f0aec98ebb66cc96805a6 (patch)
tree32f3b0e3397fd1e364d1e19742c2d9c31985ed92 /test/assets/UI
parentHBAO+ 3.0.0.20735892 (diff)
downloadarchived-hbaoplus-4801bf501ea20940640f0aec98ebb66cc96805a6.tar.xz
archived-hbaoplus-4801bf501ea20940640f0aec98ebb66cc96805a6.zip
Add DX11 test app for the TwoPassBlending feature.
Diffstat (limited to 'test/assets/UI')
-rw-r--r--test/assets/UI/DXUTShared.fx69
-rw-r--r--test/assets/UI/Font.ddsbin0 -> 76128 bytes
-rw-r--r--test/assets/UI/dxutcontrols.ddsbin0 -> 262272 bytes
3 files changed, 69 insertions, 0 deletions
diff --git a/test/assets/UI/DXUTShared.fx b/test/assets/UI/DXUTShared.fx
new file mode 100644
index 0000000..f6d590b
--- /dev/null
+++ b/test/assets/UI/DXUTShared.fx
@@ -0,0 +1,69 @@
+//--------------------------------------------------------------------------------------
+// File: DXUTShared.fx
+//
+//
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+
+
+//--------------------------------------------------------------------------------------
+// Global variables
+//--------------------------------------------------------------------------------------
+float4 g_MaterialDiffuseColor; // Material's diffuse color
+float3 g_LightDir; // Light's direction in world space
+float4x4 g_mWorld; // World matrix for object
+float4x4 g_mWorldViewProjection; // World * View * Projection matrix
+
+
+
+//--------------------------------------------------------------------------------------
+// Vertex shader output structure
+//--------------------------------------------------------------------------------------
+struct VS_OUTPUT
+{
+ float4 Position : POSITION; // vertex position
+ float4 Diffuse : COLOR0; // vertex diffuse color
+};
+
+
+//--------------------------------------------------------------------------------------
+// This shader computes standard transform and lighting
+//--------------------------------------------------------------------------------------
+VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,
+ float3 vNormal : NORMAL )
+{
+ VS_OUTPUT Output;
+
+ // Transform the position from object space to homogeneous projection space
+ Output.Position = mul(vPos, g_mWorldViewProjection);
+
+ // Transform the normal from object space to world space
+ float3 vNormalWorldSpace;
+ vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
+
+ // Compute simple directional lighting equation
+ Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));
+ Output.Diffuse.a = 1.0f;
+
+ return Output;
+}
+
+
+//--------------------------------------------------------------------------------------
+float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0
+{
+ return Diffuse;
+}
+
+
+//--------------------------------------------------------------------------------------
+technique RenderWith1LightNoTexture
+{
+ pass P0
+ {
+ VertexShader = compile vs_1_1 RenderWith1LightNoTextureVS();
+ PixelShader = compile ps_1_1 RenderWith1LightNoTexturePS();
+ }
+}
+
diff --git a/test/assets/UI/Font.dds b/test/assets/UI/Font.dds
new file mode 100644
index 0000000..37514f5
--- /dev/null
+++ b/test/assets/UI/Font.dds
Binary files differ
diff --git a/test/assets/UI/dxutcontrols.dds b/test/assets/UI/dxutcontrols.dds
new file mode 100644
index 0000000..b5f52e1
--- /dev/null
+++ b/test/assets/UI/dxutcontrols.dds
Binary files differ