diff options
Diffstat (limited to 'samples/bin/DX_APIUsage/win32/BasicHLSL11_PS.hlsl')
| -rw-r--r-- | samples/bin/DX_APIUsage/win32/BasicHLSL11_PS.hlsl | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/samples/bin/DX_APIUsage/win32/BasicHLSL11_PS.hlsl b/samples/bin/DX_APIUsage/win32/BasicHLSL11_PS.hlsl new file mode 100644 index 0000000..4c3fa6b --- /dev/null +++ b/samples/bin/DX_APIUsage/win32/BasicHLSL11_PS.hlsl @@ -0,0 +1,50 @@ +//-------------------------------------------------------------------------------------- +// 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; +} + |