diff options
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(); - } -} - |