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authorassiduous <assiduous@diligentgraphics.com>2019-12-25 03:23:32 +0000
committerassiduous <assiduous@diligentgraphics.com>2019-12-25 03:23:32 +0000
commit040e4cb7e454d532d249d2a5de6f2aba0c902baa (patch)
treec89a3a009e2d145c3c3cfdb053ad7392eedf6d98 /Tests/TestApp/assets/Shaders
parentAdded codacy bages (diff)
downloadDiligentEngine-040e4cb7e454d532d249d2a5de6f2aba0c902baa.tar.gz
DiligentEngine-040e4cb7e454d532d249d2a5de6f2aba0c902baa.zip
Updated submodules; removed tests folder (tests are now part of every submodule)
Diffstat (limited to 'Tests/TestApp/assets/Shaders')
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/FillTextureDX.csh14
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/FillTextureGL.csh17
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffDX.csh9
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffGL.csh22
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffDX.csh9
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffGL.csh12
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffDX.csh8
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffGL.csh20
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffDX.csh35
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGL.csh35
-rw-r--r--Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGLES.csh44
-rw-r--r--Tests/TestApp/assets/Shaders/GSTestDX.gsh37
-rw-r--r--Tests/TestApp/assets/Shaders/GSTestDX.psh18
-rw-r--r--Tests/TestApp/assets/Shaders/GSTestDX.vsh24
-rw-r--r--Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_DX.hlsl23
-rw-r--r--Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl21
-rw-r--r--Tests/TestApp/assets/Shaders/RTTest/QuadVS_DX.hlsl21
-rw-r--r--Tests/TestApp/assets/Shaders/RTTest/QuadVS_GL.glsl24
-rw-r--r--Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_DX.hlsl13
-rw-r--r--Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_GL.glsl11
-rw-r--r--Tests/TestApp/assets/Shaders/SpriteDX.psh14
-rw-r--r--Tests/TestApp/assets/Shaders/SpriteGL.psh11
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestDX.psh18
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestQuadDX.dsh32
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestQuadDX.hsh46
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestQuadDX.vsh24
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestTriDX.dsh32
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestTriDX.hsh44
-rw-r--r--Tests/TestApp/assets/Shaders/TessTestTriDX.vsh24
-rw-r--r--Tests/TestApp/assets/Shaders/TextureIntTestDX.psh28
-rw-r--r--Tests/TestApp/assets/Shaders/TextureIntTestGL.psh33
-rw-r--r--Tests/TestApp/assets/Shaders/TextureTestDX.psh26
-rw-r--r--Tests/TestApp/assets/Shaders/TextureTestDX.vsh22
-rw-r--r--Tests/TestApp/assets/Shaders/TextureTestGL.psh22
-rw-r--r--Tests/TestApp/assets/Shaders/TextureTestGL.vsh25
-rw-r--r--Tests/TestApp/assets/Shaders/UniformBufferDX.psh21
-rw-r--r--Tests/TestApp/assets/Shaders/UniformBufferGL.psh26
-rw-r--r--Tests/TestApp/assets/Shaders/minimalDX.psh11
-rw-r--r--Tests/TestApp/assets/Shaders/minimalDX.vsh23
-rw-r--r--Tests/TestApp/assets/Shaders/minimalGL.psh16
-rw-r--r--Tests/TestApp/assets/Shaders/minimalGL.vsh35
-rw-r--r--Tests/TestApp/assets/Shaders/minimalInstDX.vsh23
-rw-r--r--Tests/TestApp/assets/Shaders/minimalInstGL.vsh27
43 files changed, 0 insertions, 1000 deletions
diff --git a/Tests/TestApp/assets/Shaders/CSTest/FillTextureDX.csh b/Tests/TestApp/assets/Shaders/CSTest/FillTextureDX.csh
deleted file mode 100644
index 0006edd..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/FillTextureDX.csh
+++ /dev/null
@@ -1,14 +0,0 @@
-
-RWTexture2D<unorm float4> g_tex2DTestUAV;
-
-[numthreads(16,16,1)]
-void main(uint3 DTid : SV_DispatchThreadID)
-{
- uint2 ui2Dim;
- g_tex2DTestUAV.GetDimensions(ui2Dim.x, ui2Dim.y);
- if( DTid.x >= ui2Dim.x || DTid.y >= ui2Dim.y )return;
-
- float2 f2UV = float2(DTid.xy) / float2(ui2Dim);
- float DistFromCenter = length(f2UV - float2(0.5,0.5));
- g_tex2DTestUAV[DTid.xy] = float4((1-DistFromCenter), abs(f2UV.x-0.5), abs(0.5-f2UV.y), 0.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/FillTextureGL.csh b/Tests/TestApp/assets/Shaders/CSTest/FillTextureGL.csh
deleted file mode 100644
index 0459cc1..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/FillTextureGL.csh
+++ /dev/null
@@ -1,17 +0,0 @@
-
-layout(rgba8, binding = 2) uniform writeonly image2D g_tex2DTestUAV;
-
-layout (local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
-
-// Declare main program function which is executed once
-// glDispatchCompute is called from the application.
-void main()
-{
- ivec2 Dim = imageSize(g_tex2DTestUAV);
- if( gl_GlobalInvocationID.x >= uint(Dim.x) || gl_GlobalInvocationID.y >= uint(Dim.y) )
- return;
-
- vec2 f2UV = vec2( ivec2(gl_GlobalInvocationID.xy) % Dim ) / vec2(Dim);
- float DistFromCenter = length(f2UV - vec2(0.5,0.5));
- imageStore(g_tex2DTestUAV, ivec2(gl_GlobalInvocationID.xy), vec4((1.0-DistFromCenter), abs(f2UV.x-0.5), abs(0.5-f2UV.y), 0.0) );
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffDX.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffDX.csh
deleted file mode 100644
index c930789..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffDX.csh
+++ /dev/null
@@ -1,9 +0,0 @@
-
-RWBuffer<uint4> bufIndirectDispatchArgs;
-
-[numthreads(1,1,1)]
-void main(uint3 DTid : SV_DispatchThreadID)
-{
- bufIndirectDispatchArgs[0] = uint4(0,0,0,0);
- bufIndirectDispatchArgs[1] = uint4(1,1,1,0);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffGL.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffGL.csh
deleted file mode 100644
index 6f44c48..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateDispatchArgsBuffGL.csh
+++ /dev/null
@@ -1,22 +0,0 @@
-
-// Declare input/output buffer from/to wich we will read/write data.
-// In this particular shader we only write data into the buffer.
-// If you do not want your data to be aligned by compiler try to use:
-// packed or shared instead of std140 keyword.
-// We also bind the buffer to index 0. You need to set the buffer binding
-// in the range [0..3] – this is the minimum range approved by Khronos.
-// Notice that various platforms might support more indices than that.
-layout(std140, binding = 3) buffer bufIndirectDispatchArgs
-{
- uvec4 data[];
-}g_DispatchArgs;
-
-
-layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
-// Declare main program function which is executed once
-// glDispatchCompute is called from the application.
-void main()
-{
- g_DispatchArgs.data[0] = uvec4(0,0,0,0);
- g_DispatchArgs.data[1] = uvec4(1,1,1,0);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffDX.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffDX.csh
deleted file mode 100644
index 2c754d5..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffDX.csh
+++ /dev/null
@@ -1,9 +0,0 @@
-
-RWBuffer<uint4> bufIndirectDrawArgs;
-
-[numthreads(1,1,1)]
-void main(uint3 DTid : SV_DispatchThreadID)
-{
- bufIndirectDrawArgs[0] = uint4(4,1,0,0);
- bufIndirectDrawArgs[1] = uint4(0,0,0,0);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffGL.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffGL.csh
deleted file mode 100644
index fda2387..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateDrawArgsBuffGL.csh
+++ /dev/null
@@ -1,12 +0,0 @@
-
-
-layout(rgba32ui, binding = 3) uniform writeonly uimageBuffer bufIndirectDrawArgs;
-
-layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
-// Declare main program function which is executed once
-// glDispatchCompute is called from the application.
-void main()
-{
- imageStore(bufIndirectDrawArgs, 0, uvec4(4,1,0,0));
- imageStore(bufIndirectDrawArgs, 1, uvec4(0,0,0,0));
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffDX.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffDX.csh
deleted file mode 100644
index af003ae..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffDX.csh
+++ /dev/null
@@ -1,8 +0,0 @@
-
-RWBuffer<uint4> bufIndices;
-
-[numthreads(1,1,1)]
-void main(uint3 DTid : SV_DispatchThreadID)
-{
- bufIndices[0] = uint4(0,1,2,3);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffGL.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffGL.csh
deleted file mode 100644
index 347f8cc..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateIndBuffGL.csh
+++ /dev/null
@@ -1,20 +0,0 @@
-
-// Declare input/output buffer from/to wich we will read/write data.
-// In this particular shader we only write data into the buffer.
-// If you do not want your data to be aligned by compiler try to use:
-// packed or shared instead of std140 keyword.
-// We also bind the buffer to index 0. You need to set the buffer binding
-// in the range [0..3] – this is the minimum range approved by Khronos.
-// Notice that various platforms might support more indices than that.
-layout(std140, binding = 1) buffer bufIndices
-{
- uvec4 data[];
-}g_Indices;
-
-layout (local_size_x = 2, local_size_y = 1, local_size_z = 1) in;
-// Declare main program function which is executed once
-// glDispatchCompute is called from the application.
-void main()
-{
- g_Indices.data[0] = uvec4(0,1,2,3);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffDX.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffDX.csh
deleted file mode 100644
index c84fabd..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffDX.csh
+++ /dev/null
@@ -1,35 +0,0 @@
-
-RWBuffer<float4> bufPositions : register(u3);
-RWBuffer<float4> bufTexcoord;
-Buffer<float4> Offsets;
-
-[numthreads(2,1,1)]
-void main(uint3 DTid : SV_DispatchThreadID)
-{
- int Ind = int(DTid.x);
-
- float2 pos[4] =
- {
- float2(0.0, 0.0),
- float2(0.0, 1.0),
- float2(1.0, 0.0),
- float2(1.0, 1.0)
- };
-
- float2 CurrPos = pos[Ind];
- float2 Offset = Offsets.Load(Ind);
- CurrPos += Offset;
-
- CurrPos = CurrPos*float2(0.3, 0.3) + float2(0.0, -1.0);
-
- float2 uv[4] =
- {
- float2(0.0, 1.0),
- float2(0.0, 0.0),
- float2(1.0, 1.0),
- float2(1.0, 0.0)
- };
-
- bufPositions[Ind] = float4(CurrPos.xy, 0.0, 0.0);
- bufTexcoord[Ind] = float4(uv[Ind],0,0);
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGL.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGL.csh
deleted file mode 100644
index bb3162b..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGL.csh
+++ /dev/null
@@ -1,35 +0,0 @@
-
-layout(rgba32f) uniform writeonly imageBuffer bufPositions;
-layout(rgba32f) uniform writeonly imageBuffer bufTexcoord;
-
-uniform samplerBuffer Offsets;
-
-layout (local_size_x = 2, local_size_y = 1, local_size_z = 1) in;
-// Declare main program function which is executed once
-// glDispatchCompute is called from the application.
-void main()
-{
- int Ind = int(gl_GlobalInvocationID.x);
-
- vec2 pos[4];
- pos[0] = vec2(0.0, 0.0);
- pos[1] = vec2(0.0, 1.0);
- pos[2] = vec2(1.0, 0.0);
- pos[3] = vec2(1.0, 1.0);
-
- vec2 CurrPos = pos[Ind];
-
- vec4 Offset = texelFetch(Offsets, Ind);
- CurrPos += Offset.xy;
-
- CurrPos = CurrPos*vec2(0.3, 0.3) + vec2(0.0, -1.0);
-
- vec2 uv[4];
- uv[0] = vec2(0.0, 1.0);
- uv[1] = vec2(0.0, 0.0);
- uv[2] = vec2(1.0, 1.0);
- uv[3] = vec2(1.0, 0.0);
-
- imageStore(bufPositions, Ind, vec4(CurrPos.xy, 0.0, 0.0));
- imageStore(bufTexcoord, Ind, vec4(uv[Ind].xy, 0.0, 0.0));
-}
diff --git a/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGLES.csh b/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGLES.csh
deleted file mode 100644
index 01f68ee..0000000
--- a/Tests/TestApp/assets/Shaders/CSTest/UpdateVertBuffGLES.csh
+++ /dev/null
@@ -1,44 +0,0 @@
-
-// Declare input/output buffer from/to wich we will read/write data.
-// In this particular shader we only write data into the buffer.
-// If you do not want your data to be aligned by compiler try to use:
-// packed or shared instead of std140 keyword.
-// We also bind the buffer to index 0. You need to set the buffer binding
-// in the range [0..3] – this is the minimum range approved by Khronos.
-// Notice that various platforms might support more indices than that.
-layout(std140, binding = 2) buffer bufPositions
-{
- vec4 data[];
-}g_Positions;
-
-layout(std140) buffer bufTexcoord
-{
- vec4 data[];
-}g_Texcoords;
-
-
-layout (local_size_x = 2, local_size_y = 1, local_size_z = 1) in;
-// Declare main program function which is executed once
-// glDispatchCompute is called from the application.
-void main()
-{
- int Ind = int(gl_GlobalInvocationID.x);
-
- vec2 pos[4];
- pos[0] = vec2(0.0, 0.0);
- pos[1] = vec2(0.0, 1.0);
- pos[2] = vec2(1.0, 0.0);
- pos[3] = vec2(1.0, 1.0);
-
- vec2 CurrPos = pos[Ind];
- CurrPos = CurrPos*vec2(0.3, 0.3) + vec2(0.0, -1.0);
-
- vec2 uv[4];
- uv[0] = vec2(0.0, 1.0);
- uv[1] = vec2(0.0, 0.0);
- uv[2] = vec2(1.0, 1.0);
- uv[3] = vec2(1.0, 0.0);
-
- g_Positions.data[Ind] = vec4(CurrPos.xy, 0.0, 0.0);
- g_Texcoords.data[Ind] = vec4(uv[Ind], 0.0, 0.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/GSTestDX.gsh b/Tests/TestApp/assets/Shaders/GSTestDX.gsh
deleted file mode 100644
index 4916ff2..0000000
--- a/Tests/TestApp/assets/Shaders/GSTestDX.gsh
+++ /dev/null
@@ -1,37 +0,0 @@
-
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-struct GSOut
-{
- VSOutput VSOut;
-};
-
-
-[maxvertexcount(6)]
-void main(point VSOutput In[1],
- inout TriangleStream<GSOut> triStream )
-{
- float2 Offsets[3];
- Offsets[0] = float2(-0.05, -0.05);
- Offsets[1] = float2(+0.05, -0.05);
- Offsets[2] = float2( 0.0, 0.0);
- for(int i=0; i<3; i++)
- {
- GSOut Out;
- Out.VSOut = In[0];
- Out.VSOut.f4Position.xy += Offsets[i];
- triStream.Append( Out );
- }
- triStream.RestartStrip();
- for(int j=0; j<3; j++)
- {
- GSOut Out;
- Out.VSOut = In[0];
- Out.VSOut.f4Position.xy += Offsets[j]*float2(1.0, -1.0);
- triStream.Append( Out );
- }
-}
diff --git a/Tests/TestApp/assets/Shaders/GSTestDX.psh b/Tests/TestApp/assets/Shaders/GSTestDX.psh
deleted file mode 100644
index 9686129..0000000
--- a/Tests/TestApp/assets/Shaders/GSTestDX.psh
+++ /dev/null
@@ -1,18 +0,0 @@
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-struct GSOut
-{
- VSOutput VSOut;
-};
-
-
-
-void main(GSOut In,
- out float4 Color : SV_Target)
-{
- Color = float4(In.VSOut.f3Color,1.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/GSTestDX.vsh b/Tests/TestApp/assets/Shaders/GSTestDX.vsh
deleted file mode 100644
index a5c43ea..0000000
--- a/Tests/TestApp/assets/Shaders/GSTestDX.vsh
+++ /dev/null
@@ -1,24 +0,0 @@
-
-struct VSIn
-{
- uint uiVertexId : SV_VertexID;
-};
-
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-void main(VSIn In,
- out VSOutput Out)
-{
- float4 Positions[2];
- Positions[0] = float4(-0.4,0.3,0.0,1.0);
- Positions[1] = float4(-0.35,0.25,0.0,1.0);
- float3 Color[2];
- Color[0] = float3(1.0,0.0,0.0);
- Color[1] = float3(0.0,1.0,0.0);
- Out.f4Position = Positions[In.uiVertexId];
- Out.f3Color = Color[In.uiVertexId];
-}
diff --git a/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_DX.hlsl b/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_DX.hlsl
deleted file mode 100644
index e6030f0..0000000
--- a/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_DX.hlsl
+++ /dev/null
@@ -1,23 +0,0 @@
-
-Texture2D<float4> g_tex2DTest0 : register(t2);
-SamplerState g_tex2DTest0_sampler : register(s3);
-
-Texture2D<float4> g_tex2DTest1;
-SamplerState g_tex2DTest1_sampler;
-
-Texture2D<float4> g_tex2DTest2;
-SamplerState g_tex2DTest2_sampler;
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : TEXCOORD;
-};
-
-float4 main(VSOut In) : SV_Target
-{
- float4 Col0 = g_tex2DTest0.Sample( g_tex2DTest0_sampler, In.f2UV );
- float4 Col1 = g_tex2DTest1.Sample( g_tex2DTest1_sampler, In.f2UV );
- float4 Col2 = g_tex2DTest2.Sample( g_tex2DTest2_sampler, In.f2UV );
- return float4(Col0.x, Col1.y, Col2.z, 0.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl b/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl
deleted file mode 100644
index 726dfee..0000000
--- a/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-
-uniform sampler2D g_tex2DTest0;
-uniform sampler2D g_tex2DTest1;
-uniform sampler2D g_tex2DTest2;
-
-layout(location = 1)in vec2 ex_UV;
-
-layout(location = 0) out vec4 out_Color;
-
-void main()
-{
- vec2 UV = vec2( ex_UV.x, ex_UV.y );
-#ifndef TARGET_API_VULKAN
- UV.y = 1.0 - UV.y;
-#endif
-
- vec4 Col0 = texture(g_tex2DTest0, UV);
- vec4 Col1 = texture(g_tex2DTest1, UV);
- vec4 Col2 = texture(g_tex2DTest2, UV);
- out_Color = vec4(Col0.x, Col1.y, Col2.z, 0.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/RTTest/QuadVS_DX.hlsl b/Tests/TestApp/assets/Shaders/RTTest/QuadVS_DX.hlsl
deleted file mode 100644
index d47bb59..0000000
--- a/Tests/TestApp/assets/Shaders/RTTest/QuadVS_DX.hlsl
+++ /dev/null
@@ -1,21 +0,0 @@
-
-struct VSIn
-{
- float3 f3Position : ATTRIB0;
- float2 f2UV : ATTRIB1;
-};
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : TEXCOORD;
-};
-
-VSOut main(VSIn In)
-{
- VSOut Out;
- Out.f4Position.xyz = In.f3Position;
- Out.f4Position.w = 1;
- Out.f2UV = In.f2UV;
- return Out;
-}
diff --git a/Tests/TestApp/assets/Shaders/RTTest/QuadVS_GL.glsl b/Tests/TestApp/assets/Shaders/RTTest/QuadVS_GL.glsl
deleted file mode 100644
index 77d984e..0000000
--- a/Tests/TestApp/assets/Shaders/RTTest/QuadVS_GL.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
-
-layout(location = 0) in vec3 in_Position;
-layout(location = 1) in vec2 in_UV;
-
-layout(location = 1) out vec2 ex_UV;
-
-//To use any built-in input or output in the gl_PerVertex and
-//gl_PerFragment blocks in separable program objects, shader code must
-//redeclare those blocks prior to use.
-//
-// Declaring this block causes compilation error on NVidia GLES
-#ifndef GL_ES
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-#endif
-
-void main()
-{
- gl_Position.xyz = in_Position;
- gl_Position.w = 1.0;
- ex_UV = in_UV;
-}
diff --git a/Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_DX.hlsl b/Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_DX.hlsl
deleted file mode 100644
index c3e08bc..0000000
--- a/Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_DX.hlsl
+++ /dev/null
@@ -1,13 +0,0 @@
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : TEXCOORD;
-};
-
-void main(VSOut In,
- out float4 Col0 : SV_Target0,
- out float4 Col1 : SV_Target1)
-{
- Col0 = float4( 0.5+0.5*cos(In.f2UV.x*3.1415*6.0), 0.0, 0.0, 0.0 );
- Col1 = float4( 0.0, 0.5+0.5*cos(In.f2UV.y*3.1415*8.0), 0.0, 0.0 );
-}
diff --git a/Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_GL.glsl b/Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_GL.glsl
deleted file mode 100644
index b673f11..0000000
--- a/Tests/TestApp/assets/Shaders/RTTest/RenderToTexturesPS_GL.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-
-layout(location = 1) in vec2 ex_UV;
-
-layout (location = 0) out vec4 out_Color0;
-layout (location = 1) out vec4 out_Color1;
-
-void main()
-{
- out_Color0 = vec4( 0.5+0.5*cos(ex_UV.x*3.1415*6.0), 0.0, 0.0, 0.0 );
- out_Color1 = vec4( 0.0, 0.5+0.5*cos(ex_UV.y*3.1415*8.0), 0.0, 0.0 );
-}
diff --git a/Tests/TestApp/assets/Shaders/SpriteDX.psh b/Tests/TestApp/assets/Shaders/SpriteDX.psh
deleted file mode 100644
index 4ec1d7b..0000000
--- a/Tests/TestApp/assets/Shaders/SpriteDX.psh
+++ /dev/null
@@ -1,14 +0,0 @@
-
-Texture2D<float4> g_tex2DTest : register(t2);
-SamplerState g_tex2DTest_sampler : register(s3);
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : UV;
-};
-
-float4 main(VSOut In) : SV_Target
-{
- return g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 0);
-}
diff --git a/Tests/TestApp/assets/Shaders/SpriteGL.psh b/Tests/TestApp/assets/Shaders/SpriteGL.psh
deleted file mode 100644
index f2bdd11..0000000
--- a/Tests/TestApp/assets/Shaders/SpriteGL.psh
+++ /dev/null
@@ -1,11 +0,0 @@
-// Fragment Shader – file "minimal.frag"
-
-layout(location = 1)in vec2 in_UV;
-uniform sampler2D g_tex2DTest;
-
-layout(location = 0) out vec4 out_Color;
-
-void main(void)
-{
- out_Color = textureLod(g_tex2DTest, in_UV, 0.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/TessTestDX.psh b/Tests/TestApp/assets/Shaders/TessTestDX.psh
deleted file mode 100644
index 9686129..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestDX.psh
+++ /dev/null
@@ -1,18 +0,0 @@
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-struct GSOut
-{
- VSOutput VSOut;
-};
-
-
-
-void main(GSOut In,
- out float4 Color : SV_Target)
-{
- Color = float4(In.VSOut.f3Color,1.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/TessTestQuadDX.dsh b/Tests/TestApp/assets/Shaders/TessTestQuadDX.dsh
deleted file mode 100644
index 634ac31..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestQuadDX.dsh
+++ /dev/null
@@ -1,32 +0,0 @@
-
-struct DSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-
-struct HS_CONSTANT_DATA_OUTPUT
-{
- float Edges[4] : SV_TessFactor;
- float Inside[2] : SV_InsideTessFactor;
-};
-
-struct HSOutput
-{
- float4 Position : POS;
- float3 Color : COL;
-};
-
-[domain("quad")]
-/* partitioning = fractional_even ,
- outputtopology = triangle_cw */
-void main( HS_CONSTANT_DATA_OUTPUT Input,
- float2 QuadUV : SV_DomainLocation,
- OutputPatch<HSOutput, 1> QuadPatch,
- out DSOutput Out)
-{
- Out.f4Position.xy = QuadPatch[0].Position.xy + QuadUV.xy * 0.2;
- Out.f4Position.zw = QuadPatch[0].Position.zw;
- Out.f3Color = frac( (QuadPatch[0].Color + float3(QuadUV.xy, 1.0)) * float3(4121.35f, 8232.25f, 9124.42f) );
-}
diff --git a/Tests/TestApp/assets/Shaders/TessTestQuadDX.hsh b/Tests/TestApp/assets/Shaders/TessTestQuadDX.hsh
deleted file mode 100644
index 33e24a3..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestQuadDX.hsh
+++ /dev/null
@@ -1,46 +0,0 @@
-
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-// Output patch constant data.
-struct HS_CONSTANT_DATA_OUTPUT
-{
- float Edges[4] : SV_TessFactor;
-};
-
-HS_CONSTANT_DATA_OUTPUT ConstantHS( InputPatch<VSOutput, 1> p,
- uint BlockID : SV_PrimitiveID,
- out float Inside[2] : SV_InsideTessFactor)
-{
- HS_CONSTANT_DATA_OUTPUT Factors;
- Factors.Edges[0] = 2.5 + float(BlockID);
- Factors.Edges[1] = 4.8 + frac(p[0].f4Position.x*223.145);
- Factors.Edges[2] = 5.9 + frac(p[0].f4Position.y*142.512);
- Factors.Edges[3] = 7.5 - float(BlockID);
- Inside[0] = 6.2 + p[0].f4Position.x*3.4;
- Inside[1] = 7.3 + p[0].f4Position.y*1.4;
- return Factors;
-}
-
-struct HSOutput
-{
- float4 Position : POS;
- float3 Color : COL;
-};
-
-[domain("quad")]
-[partitioning("fractional_even")]
-[outputtopology("triangle_cw")]
-[outputcontrolpoints(1)]
-[patchconstantfunc("ConstantHS")]
-[maxtessfactor( (float)(32.f+2.f) )]
-HSOutput main(InputPatch<VSOutput, 1> inputPatch, uint uCPID : SV_OutputControlPointID)
-{
- HSOutput Out;
- Out.Position = inputPatch[uCPID].f4Position;
- Out.Color = inputPatch[uCPID].f3Color;
- return Out;
-} \ No newline at end of file
diff --git a/Tests/TestApp/assets/Shaders/TessTestQuadDX.vsh b/Tests/TestApp/assets/Shaders/TessTestQuadDX.vsh
deleted file mode 100644
index 86042cc..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestQuadDX.vsh
+++ /dev/null
@@ -1,24 +0,0 @@
-
-struct VSIn
-{
- uint uiVertexId : SV_VertexID;
-};
-
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-void main(VSIn In,
- out VSOutput Out)
-{
- float4 Positions[2];
- Positions[0] = float4(-0.65,0.4,0.0,1.0);
- Positions[1] = float4(-0.65,0.65,0.0,1.0);
- float3 Color[2];
- Color[0] = float3(1.0,0.0,0.0);
- Color[1] = float3(0.0,1.0,0.0);
- Out.f4Position = Positions[In.uiVertexId];
- Out.f3Color = Color[In.uiVertexId];
-}
diff --git a/Tests/TestApp/assets/Shaders/TessTestTriDX.dsh b/Tests/TestApp/assets/Shaders/TessTestTriDX.dsh
deleted file mode 100644
index 1aa899e..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestTriDX.dsh
+++ /dev/null
@@ -1,32 +0,0 @@
-
-struct DSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-
-struct HS_CONSTANT_DATA_OUTPUT
-{
- float Edges[3] : SV_TessFactor;
- float Inside : SV_InsideTessFactor;
-};
-
-struct HSOutput
-{
- float4 Position : POS;
- float3 Color : COL;
-};
-
-[domain("tri")]
-/* partitioning = fractional_odd ,
- outputtopology = triangle_cw */
-void main( HS_CONSTANT_DATA_OUTPUT Input,
- float3 QuadUV : SV_DomainLocation,
- OutputPatch<HSOutput, 1> QuadPatch,
- out DSOutput Out)
-{
- Out.f4Position.xy = QuadPatch[0].Position.xy + QuadUV.x * float2(-0.15, 0.0) + QuadUV.y * float2(0.0, 0.15) + QuadUV.z * float2(+0.15, 0.0);
- Out.f4Position.zw = QuadPatch[0].Position.zw;
- Out.f3Color = frac( (QuadPatch[0].Color + QuadUV.xyz * float3(4121.35f, 8232.25f, 9124.42f) ) );
-}
diff --git a/Tests/TestApp/assets/Shaders/TessTestTriDX.hsh b/Tests/TestApp/assets/Shaders/TessTestTriDX.hsh
deleted file mode 100644
index 6280ebd..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestTriDX.hsh
+++ /dev/null
@@ -1,44 +0,0 @@
-
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-// Output patch constant data.
-struct HS_CONSTANT_DATA_OUTPUT
-{
- float Edges[3] : SV_TessFactor;
-};
-
-HS_CONSTANT_DATA_OUTPUT ConstantHS( InputPatch<VSOutput, 1> p,
- uint BlockID : SV_PrimitiveID,
- out float Inside : SV_InsideTessFactor)
-{
- HS_CONSTANT_DATA_OUTPUT Factors;
- Factors.Edges[0] = 2.5 + float(BlockID);
- Factors.Edges[1] = 4.5 + p[0].f4Position.x * 1.53;
- Factors.Edges[2] = 5.5 - p[0].f4Position.y * 2.53;
- Inside = 6.2 + p[0].f4Position.x * 1.53;
- return Factors;
-}
-
-struct HSOutput
-{
- float4 Position : POS;
- float3 Color : COL;
-};
-
-[domain("tri")]
-[partitioning("fractional_odd")]
-[outputtopology("triangle_cw")]
-[outputcontrolpoints(1)]
-[patchconstantfunc("ConstantHS")]
-[maxtessfactor( (float)(32.f+2.f) )]
-HSOutput main(InputPatch<VSOutput, 1> inputPatch, uint uCPID : SV_OutputControlPointID)
-{
- HSOutput Out;
- Out.Position = inputPatch[uCPID].f4Position;
- Out.Color = inputPatch[uCPID].f3Color;
- return Out;
-} \ No newline at end of file
diff --git a/Tests/TestApp/assets/Shaders/TessTestTriDX.vsh b/Tests/TestApp/assets/Shaders/TessTestTriDX.vsh
deleted file mode 100644
index c807662..0000000
--- a/Tests/TestApp/assets/Shaders/TessTestTriDX.vsh
+++ /dev/null
@@ -1,24 +0,0 @@
-
-struct VSIn
-{
- uint uiVertexId : SV_VertexID;
-};
-
-struct VSOutput
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-void main(VSIn In,
- out VSOutput Out)
-{
- float4 Positions[2];
- Positions[0] = float4(-0.5,0.15,0.0,1.0);
- Positions[1] = float4(-0.65,0.65,0.0,1.0);
- float3 Color[2];
- Color[0] = float3(1.0,0.0,0.0);
- Color[1] = float3(0.0,1.0,0.0);
- Out.f4Position = Positions[In.uiVertexId];
- Out.f3Color = Color[In.uiVertexId];
-}
diff --git a/Tests/TestApp/assets/Shaders/TextureIntTestDX.psh b/Tests/TestApp/assets/Shaders/TextureIntTestDX.psh
deleted file mode 100644
index 4dfc67f..0000000
--- a/Tests/TestApp/assets/Shaders/TextureIntTestDX.psh
+++ /dev/null
@@ -1,28 +0,0 @@
-
-Texture2D<DATA_TYPE> g_tex2DTest : register(t4);
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : UV;
-};
-
-
-float4 main(VSOut In) : SV_Target
-{
- float Width, Height;
- g_tex2DTest.GetDimensions(Width, Height);
- float2 IJ = In.f2UV * float2(Width, Height);
- float4 Color0 = g_tex2DTest.Load( int3(IJ, 0) ) / 127.f;
- float4 Color1 = g_tex2DTest.Load( int3(IJ/4, 2) ) / 127.f;
- float4 Color2 = g_tex2DTest.Load( int3(IJ/16, 4) ) / 127.f;
- float4 Color3 = g_tex2DTest.Load( int3(IJ/32, 5) ) / 127.f;
- if( In.f2UV.x < 0.5 && In.f2UV.y < 0.5 )
- return Color0;
- else if( In.f2UV.x > 0.5 && In.f2UV.y < 0.5 )
- return Color1;
- else if( In.f2UV.x < 0.5 && In.f2UV.y > 0.5 )
- return Color2;
- else
- return Color3;
-}
diff --git a/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh b/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh
deleted file mode 100644
index 23c3532..0000000
--- a/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh
+++ /dev/null
@@ -1,33 +0,0 @@
-// Fragment Shader – file "minimal.frag"
-
-layout(location = 1)in vec2 in_UV;
-uniform SAMPLER_TYPE g_tex2DTest;
-
-layout(location = 0) out vec4 out_Color;
-
-void main(void)
-{
- vec2 TexSize;
-
- TexSize = vec2(textureSize(g_tex2DTest, 0));
- vec4 texel0 = vec4(texelFetch(g_tex2DTest, ivec2(in_UV*TexSize), 0));
-
- TexSize = vec2(textureSize(g_tex2DTest, 2));
- vec4 texel1 = vec4(texelFetch(g_tex2DTest, ivec2(in_UV*TexSize), 2));
-
- TexSize = vec2(textureSize(g_tex2DTest, 4));
- vec4 texel2 = vec4(texelFetch(g_tex2DTest, ivec2(in_UV*TexSize), 4));
-
- TexSize = vec2(textureSize(g_tex2DTest, 5));
- vec4 texel3 = vec4(texelFetch(g_tex2DTest, ivec2(in_UV*TexSize), 5));
-
- if( in_UV.x < 0.5 && in_UV.y < 0.5 )
- out_Color = texel0 / 127.f;
- else if( in_UV.x > 0.5 && in_UV.y < 0.5 )
- out_Color = texel1 / 127.f;
- else if( in_UV.x < 0.5 && in_UV.y > 0.5 )
- out_Color = texel2 / 127.f;
- else
- out_Color = texel3 / 127.f;
-}
-
diff --git a/Tests/TestApp/assets/Shaders/TextureTestDX.psh b/Tests/TestApp/assets/Shaders/TextureTestDX.psh
deleted file mode 100644
index 0d8e57e..0000000
--- a/Tests/TestApp/assets/Shaders/TextureTestDX.psh
+++ /dev/null
@@ -1,26 +0,0 @@
-
-Texture2D<float4> g_tex2DTest : register(t2);
-SamplerState g_tex2DTest_sampler : register(s3);
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : UV;
-};
-
-
-float4 main(VSOut In) : SV_Target
-{
- float4 Color0 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 0);
- float4 Color1 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 2);
- float4 Color2 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 4);
- float4 Color3 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 5);
- if( In.f2UV.x < 0.5 && In.f2UV.y < 0.5 )
- return Color0;
- else if( In.f2UV.x > 0.5 && In.f2UV.y < 0.5 )
- return Color1;
- else if( In.f2UV.x < 0.5 && In.f2UV.y > 0.5 )
- return Color2;
- else
- return Color3;
-}
diff --git a/Tests/TestApp/assets/Shaders/TextureTestDX.vsh b/Tests/TestApp/assets/Shaders/TextureTestDX.vsh
deleted file mode 100644
index 78e6fd5..0000000
--- a/Tests/TestApp/assets/Shaders/TextureTestDX.vsh
+++ /dev/null
@@ -1,22 +0,0 @@
-
-struct VSIn
-{
- float3 f3Position : ATTRIB0;
- float2 f2UV : ATTRIB1;
-};
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float2 f2UV : UV;
-};
-
-VSOut main(VSIn In)
-{
- VSOut Out;
- Out.f4Position.xyz = In.f3Position;
- //Out.f4Position.x += In.fOffset;
- Out.f4Position.w = 1;
- Out.f2UV = In.f2UV;
- return Out;
-}
diff --git a/Tests/TestApp/assets/Shaders/TextureTestGL.psh b/Tests/TestApp/assets/Shaders/TextureTestGL.psh
deleted file mode 100644
index 3f84f11..0000000
--- a/Tests/TestApp/assets/Shaders/TextureTestGL.psh
+++ /dev/null
@@ -1,22 +0,0 @@
-// Fragment Shader – file "minimal.frag"
-
-layout(location = 1)in vec2 in_UV;
-uniform sampler2D g_tex2DTest;
-
-layout(location = 0) out vec4 out_Color;
-
-void main(void)
-{
- vec4 Color0 = textureLod(g_tex2DTest, in_UV, 0.0);
- vec4 Color1 = textureLod(g_tex2DTest, in_UV, 2.0);
- vec4 Color2 = textureLod(g_tex2DTest, in_UV, 4.0);
- vec4 Color3 = textureLod(g_tex2DTest, in_UV, 5.0);
- if( in_UV.x < 0.5 && in_UV.y < 0.5 )
- out_Color = Color0;
- else if( in_UV.x > 0.5 && in_UV.y < 0.5 )
- out_Color = Color1;
- else if( in_UV.x < 0.5 && in_UV.y > 0.5 )
- out_Color = Color2;
- else
- out_Color = Color3;
-}
diff --git a/Tests/TestApp/assets/Shaders/TextureTestGL.vsh b/Tests/TestApp/assets/Shaders/TextureTestGL.vsh
deleted file mode 100644
index e1faef7..0000000
--- a/Tests/TestApp/assets/Shaders/TextureTestGL.vsh
+++ /dev/null
@@ -1,25 +0,0 @@
-// Vertex Shader – file "minimal.vert"
-
-layout(location = 0) in vec3 in_Position;
-layout(location = 1) in vec2 in_UV;
-
-layout(location = 1) out vec2 out_UV;
-
-
-//To use any built-in input or output in the gl_PerVertex and
-//gl_PerFragment blocks in separable program objects, shader code must
-//redeclare those blocks prior to use.
-//
-// Declaring this block causes compilation error on NVidia GLES
-#ifndef GL_ES
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-#endif
-
-void main(void)
-{
- out_UV = in_UV;
- gl_Position = vec4(in_Position, 1.0);
-}
diff --git a/Tests/TestApp/assets/Shaders/UniformBufferDX.psh b/Tests/TestApp/assets/Shaders/UniformBufferDX.psh
deleted file mode 100644
index fa0d12e..0000000
--- a/Tests/TestApp/assets/Shaders/UniformBufferDX.psh
+++ /dev/null
@@ -1,21 +0,0 @@
-cbuffer cbTestBlock : register(b5)
-{
- float4 g_f4Color;
-}
-
-cbuffer cbTestBlock2 : register(b3)
-{
- float4 g_f4Color2;
-}
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-
-float4 main(VSOut In) : SV_Target
-{
- return float4(In.f3Color,1.0) * g_f4Color + g_f4Color2;
-}
diff --git a/Tests/TestApp/assets/Shaders/UniformBufferGL.psh b/Tests/TestApp/assets/Shaders/UniformBufferGL.psh
deleted file mode 100644
index 267e678..0000000
--- a/Tests/TestApp/assets/Shaders/UniformBufferGL.psh
+++ /dev/null
@@ -1,26 +0,0 @@
-// Fragment Shader – file "minimal.frag"
-
-layout(location = 1)in vec3 ex_Color;
-
-uniform cbTestBlock2
-{
- vec4 Color;
-}g_TestBlock2;
-
-uniform cbTestBlock
-{
- vec4 Color;
-}g_TestBlock;
-
-layout(location = 0) out vec4 out_Color;
-
-void main(void)
-{
- out_Color = g_TestBlock.Color * vec4(ex_Color,1.0) + g_TestBlock2.Color;
-
- // Try replacing the above with the following:
- //vec3 tmp_Color;
- //tmp_Color = ex_Color.rrr;
- //out_Color = vec4(tmp_Color,1.0);
-}
-
diff --git a/Tests/TestApp/assets/Shaders/minimalDX.psh b/Tests/TestApp/assets/Shaders/minimalDX.psh
deleted file mode 100644
index fe51cd1..0000000
--- a/Tests/TestApp/assets/Shaders/minimalDX.psh
+++ /dev/null
@@ -1,11 +0,0 @@
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-
-float4 main(VSOut In) : SV_Target
-{
- return float4(In.f3Color,1);
-}
diff --git a/Tests/TestApp/assets/Shaders/minimalDX.vsh b/Tests/TestApp/assets/Shaders/minimalDX.vsh
deleted file mode 100644
index a8577fd..0000000
--- a/Tests/TestApp/assets/Shaders/minimalDX.vsh
+++ /dev/null
@@ -1,23 +0,0 @@
-
-struct VSIn
-{
- float3 f3Position : ATTRIB0;
- float3 f3Color : ATTRIB1;
- //float fOffset : ATTRIB2;
-};
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-VSOut main(VSIn In)
-{
- VSOut Out;
- Out.f4Position.xyz = In.f3Position;
- //Out.f4Position.x += In.fOffset;
- Out.f4Position.w = 1;
- Out.f3Color = In.f3Color;
- return Out;
-}
diff --git a/Tests/TestApp/assets/Shaders/minimalGL.psh b/Tests/TestApp/assets/Shaders/minimalGL.psh
deleted file mode 100644
index 8aafaa2..0000000
--- a/Tests/TestApp/assets/Shaders/minimalGL.psh
+++ /dev/null
@@ -1,16 +0,0 @@
-// Fragment Shader – file "minimal.frag"
-
-layout(location = 1) in vec3 ex_Color;
-
-layout(location = 0) out vec4 out_Color;
-
-void main(void)
-{
- out_Color = vec4(ex_Color,1.0);
-
- // Try replacing the above with the following:
- //vec3 tmp_Color;
- //tmp_Color = ex_Color.rrr;
- //out_Color = vec4(tmp_Color,1.0);
-}
-
diff --git a/Tests/TestApp/assets/Shaders/minimalGL.vsh b/Tests/TestApp/assets/Shaders/minimalGL.vsh
deleted file mode 100644
index 1ef7dbc..0000000
--- a/Tests/TestApp/assets/Shaders/minimalGL.vsh
+++ /dev/null
@@ -1,35 +0,0 @@
-// Vertex Shader – file "minimal.vert"
-
-layout(location = 0) in vec3 in_Position;
-layout(location = 1) in vec3 in_Color;
-
-layout(location = 1) out vec3 ex_Color;
-
-uniform cbTestBlock3
-{
- vec4 Scale;
-}g_TestBlock3;
-
-uniform cbTestBlock4
-{
- vec4 Scale;
-}g_TestBlock4;
-
-//To use any built-in input or output in the gl_PerVertex and
-//gl_PerFragment blocks in separable program objects, shader code must
-//redeclare those blocks prior to use.
-//
-// Declaring this block causes compilation error on NVidia GLES
-#ifndef GL_ES
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-#endif
-
-void main(void)
-{
- ex_Color = in_Color;
- gl_Position = vec4(in_Position.x * g_TestBlock3.Scale.x, in_Position.y * g_TestBlock4.Scale.y, in_Position.z, 1.0);
-}
-
diff --git a/Tests/TestApp/assets/Shaders/minimalInstDX.vsh b/Tests/TestApp/assets/Shaders/minimalInstDX.vsh
deleted file mode 100644
index 1d0c2e3..0000000
--- a/Tests/TestApp/assets/Shaders/minimalInstDX.vsh
+++ /dev/null
@@ -1,23 +0,0 @@
-
-struct VSIn
-{
- float3 f3Position : ATTRIB0;
- float3 f3Color : ATTRIB1;
- float2 f2Offset : ATTRIB2;
-};
-
-struct VSOut
-{
- float4 f4Position : SV_Position;
- float3 f3Color : COLOR;
-};
-
-VSOut main(VSIn In)
-{
- VSOut Out;
- Out.f4Position.xyz = In.f3Position;
- Out.f4Position.xy += In.f2Offset;
- Out.f4Position.w = 1;
- Out.f3Color = In.f3Color;
- return Out;
-}
diff --git a/Tests/TestApp/assets/Shaders/minimalInstGL.vsh b/Tests/TestApp/assets/Shaders/minimalInstGL.vsh
deleted file mode 100644
index 948b55d..0000000
--- a/Tests/TestApp/assets/Shaders/minimalInstGL.vsh
+++ /dev/null
@@ -1,27 +0,0 @@
-// Vertex Shader – file "minimal.vert"
-
-layout(location = 0) in vec3 in_Position;
-layout(location = 1) in vec3 in_Color;
-layout(location = 2) in vec2 in_Offset;
-
-layout(location = 1) out vec3 ex_Color;
-
-//To use any built-in input or output in the gl_PerVertex and
-//gl_PerFragment blocks in separable program objects, shader code must
-//redeclare those blocks prior to use.
-//
-// Declaring this block causes compilation error on NVidia GLES
-#ifndef GL_ES
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-#endif
-
-
-void main(void)
-{
- ex_Color = in_Color;
- gl_Position = vec4(in_Position + vec3(in_Offset.xy,0.0), 1.0);
-}
-