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Diffstat (limited to 'media/test/UI/DXUTShared.fx')
| -rw-r--r-- | media/test/UI/DXUTShared.fx | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/media/test/UI/DXUTShared.fx b/media/test/UI/DXUTShared.fx new file mode 100644 index 0000000..f6d590b --- /dev/null +++ b/media/test/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(); + } +} + |