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-rw-r--r--test/d3d11/Media/UI/DXUTShared.fx69
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diff --git a/test/d3d11/Media/UI/DXUTShared.fx b/test/d3d11/Media/UI/DXUTShared.fx
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--- a/test/d3d11/Media/UI/DXUTShared.fx
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-//--------------------------------------------------------------------------------------
-// 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();
- }
-}
-