--- a/VisualC-WinPhone/SDL/SDL_VS2012-WinPhone.vcxproj Sun Feb 24 10:02:57 2013 -0500
+++ b/VisualC-WinPhone/SDL/SDL_VS2012-WinPhone.vcxproj Sun Feb 24 10:11:58 2013 -0500
@@ -388,8 +388,7 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile>
- <FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
- <FileType>Document</FileType>
+ <FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
--- a/VisualC-WinPhone/SDL/SDL_VS2012-WinPhone.vcxproj.filters Sun Feb 24 10:02:57 2013 -0500
+++ b/VisualC-WinPhone/SDL/SDL_VS2012-WinPhone.vcxproj.filters Sun Feb 24 10:11:58 2013 -0500
@@ -592,14 +592,14 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
- <FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
- <Filter>GPU Shaders</Filter>
- </FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
+ <FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
+ <Filter>GPU Shaders</Filter>
+ </FxCompile>
</ItemGroup>
</Project>
\ No newline at end of file
--- a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj Sun Feb 24 10:02:57 2013 -0500
+++ b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj Sun Feb 24 10:11:58 2013 -0500
@@ -295,11 +295,10 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
- <FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
- <FileType>Document</FileType>
- <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
+ <FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">Vertex</ShaderType>
+ <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
--- a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters Sun Feb 24 10:02:57 2013 -0500
+++ b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters Sun Feb 24 10:11:58 2013 -0500
@@ -1,15 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
- <FxCompile Include="..\..\src\video\windowsrt\SimpleVertexShader.hlsl">
- <Filter>GPU Shaders</Filter>
- </FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_TextureCopy.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
<Filter>GPU Shaders</Filter>
</FxCompile>
+ <FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_VertexShader_Default.hlsl">
+ <Filter>GPU Shaders</Filter>
+ </FxCompile>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\SDL.c">
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl Sun Feb 24 10:11:58 2013 -0500
@@ -0,0 +1,39 @@
+
+#pragma pack_matrix( row_major )
+
+cbuffer SDL_VertexShaderConstants : register(b0)
+{
+ matrix view;
+ matrix projection;
+};
+
+struct VertexShaderInput
+{
+ float3 pos : POSITION;
+ float2 tex : TEXCOORD0;
+ float4 color : COLOR0;
+};
+
+struct VertexShaderOutput
+{
+ float4 pos : SV_POSITION;
+ float2 tex : TEXCOORD0;
+ float4 color : COLOR0;
+};
+
+VertexShaderOutput main(VertexShaderInput input)
+{
+ VertexShaderOutput output;
+ float4 pos = float4(input.pos, 1.0f);
+
+ // Transform the vertex position into projected space.
+ pos = mul(pos, view);
+ pos = mul(pos, projection);
+ output.pos = pos;
+
+ // Pass through texture coordinates and color values without transformation
+ output.tex = input.tex;
+ output.color = input.color;
+
+ return output;
+}
--- a/src/render/direct3d11/SDL_render_d3d11.cpp Sun Feb 24 10:02:57 2013 -0500
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp Sun Feb 24 10:11:58 2013 -0500
@@ -345,7 +345,7 @@
// Load in SDL's one and only vertex shader:
//
vector<char> fileData;
- if (!D3D11_ReadShaderContents(L"SimpleVertexShader.cso", fileData)) {
+ if (!D3D11_ReadShaderContents(L"SDL_D3D11_VertexShader_Default.cso", fileData)) {
SDL_SetError("Unable to open SDL's vertex shader file.");
return E_FAIL;
}
--- a/src/video/windowsrt/SimpleVertexShader.hlsl Sun Feb 24 10:02:57 2013 -0500
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,39 +0,0 @@
-
-#pragma pack_matrix( row_major )
-
-cbuffer SDL_VertexShaderConstants : register(b0)
-{
- matrix view;
- matrix projection;
-};
-
-struct VertexShaderInput
-{
- float3 pos : POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
-};
-
-struct VertexShaderOutput
-{
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
-};
-
-VertexShaderOutput main(VertexShaderInput input)
-{
- VertexShaderOutput output;
- float4 pos = float4(input.pos, 1.0f);
-
- // Transform the vertex position into projected space.
- pos = mul(pos, view);
- pos = mul(pos, projection);
- output.pos = pos;
-
- // Pass through texture coordinates and color values without transformation
- output.tex = input.tex;
- output.color = input.color;
-
- return output;
-}