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diff --git a/samples/bin/DX_APIUsage/win32/SimpleSample.hlsl b/samples/bin/DX_APIUsage/win32/SimpleSample.hlsl
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+//--------------------------------------------------------------------------------------
+// File: SimpleSample.hlsl
+//
+// The HLSL file for the SimpleSample sample for the Direct3D 11 device
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+
+
+//--------------------------------------------------------------------------------------
+// Constant Buffers
+//--------------------------------------------------------------------------------------
+cbuffer cbPerObject : register( b0 )
+{
+ matrix g_mWorldViewProjection : packoffset( c0 );
+ matrix g_mWorld : packoffset( c4 );
+ float4 g_MaterialAmbientColor : packoffset( c8 );
+ float4 g_MaterialDiffuseColor : packoffset( c9 );
+}
+
+cbuffer cbPerFrame : register( b1 )
+{
+ float3 g_vLightDir : packoffset( c0 );
+ float g_fTime : packoffset( c0.w );
+ float4 g_LightDiffuse : packoffset( c1 );
+};
+
+//-----------------------------------------------------------------------------------------
+// Textures and Samplers
+//-----------------------------------------------------------------------------------------
+Texture2D g_txDiffuse : register( t0 );
+SamplerState g_samLinear : register( s0 );
+
+//--------------------------------------------------------------------------------------
+// shader input/output structure
+//--------------------------------------------------------------------------------------
+struct VS_INPUT
+{
+ float4 Position : POSITION; // vertex position
+ float3 Normal : NORMAL; // this normal comes in per-vertex
+ float2 TextureUV : TEXCOORD0;// vertex texture coords
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : SV_POSITION; // vertex position
+ float4 Diffuse : COLOR0; // vertex diffuse color (note that COLOR0 is clamped from 0..1)
+ float2 TextureUV : TEXCOORD0; // vertex texture coords
+};
+
+//--------------------------------------------------------------------------------------
+// This shader computes standard transform and lighting
+//--------------------------------------------------------------------------------------
+VS_OUTPUT RenderSceneVS( VS_INPUT input )
+{
+ VS_OUTPUT Output;
+ float3 vNormalWorldSpace;
+
+ // Transform the position from object space to homogeneous projection space
+ Output.Position = mul( input.Position, g_mWorldViewProjection );
+
+ // Transform the normal from object space to world space
+ vNormalWorldSpace = normalize(mul(input.Normal, (float3x3)g_mWorld)); // normal (world space)
+
+ // Calc diffuse color
+ Output.Diffuse.rgb = g_MaterialDiffuseColor * g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_vLightDir)) +
+ g_MaterialAmbientColor;
+ Output.Diffuse.a = 1.0f;
+
+ // Just copy the texture coordinate through
+ Output.TextureUV = input.TextureUV;
+
+ return Output;
+}
+
+//--------------------------------------------------------------------------------------
+// This shader outputs the pixel's color by modulating the texture's
+// color with diffuse material color
+//--------------------------------------------------------------------------------------
+float4 RenderScenePS( VS_OUTPUT In ) : SV_TARGET
+{
+ // Lookup mesh texture and modulate it with diffuse
+ return g_txDiffuse.Sample( g_samLinear, In.TextureUV ) * In.Diffuse;
+}