diff options
| author | Jason Maskell <[email protected]> | 2016-05-23 10:49:51 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-23 10:49:51 +0200 |
| commit | 0837eb3bd53eccc2c9c1f949e4031d758654c3f5 (patch) | |
| tree | 17bd2839b74f7f498b22b22370bb5b7afed6ea17 /test/d3d11/Media/UI/DXUTShared.fx | |
| parent | Sample now compiles cleanly, doesn't run yet due to media path issues. (diff) | |
| download | waveworks_archive-0837eb3bd53eccc2c9c1f949e4031d758654c3f5.tar.xz waveworks_archive-0837eb3bd53eccc2c9c1f949e4031d758654c3f5.zip | |
Moved media to a more central location.
Changed CMake to compile shaders to that new location.
Diffstat (limited to 'test/d3d11/Media/UI/DXUTShared.fx')
| -rw-r--r-- | test/d3d11/Media/UI/DXUTShared.fx | 69 |
1 files changed, 0 insertions, 69 deletions
diff --git a/test/d3d11/Media/UI/DXUTShared.fx b/test/d3d11/Media/UI/DXUTShared.fx deleted file mode 100644 index f6d590b..0000000 --- a/test/d3d11/Media/UI/DXUTShared.fx +++ /dev/null @@ -1,69 +0,0 @@ -//-------------------------------------------------------------------------------------- -// 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(); - } -} - |