summaryrefslogtreecommitdiff
path: root/sample/d3d11/common.fx
diff options
context:
space:
mode:
Diffstat (limited to 'sample/d3d11/common.fx')
-rw-r--r--sample/d3d11/common.fx235
1 files changed, 235 insertions, 0 deletions
diff --git a/sample/d3d11/common.fx b/sample/d3d11/common.fx
new file mode 100644
index 0000000..fab5e59
--- /dev/null
+++ b/sample/d3d11/common.fx
@@ -0,0 +1,235 @@
+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+cbuffer QuadObject
+{
+ static const float2 QuadVertices[4] =
+ {
+ {-1.0, -1.0},
+ { 1.0, -1.0},
+ {-1.0, 1.0},
+ { 1.0, 1.0}
+ };
+
+ static const float2 QuadTexCoordinates[4] =
+ {
+ {0.0, 1.0},
+ {1.0, 1.0},
+ {0.0, 0.0},
+ {1.0, 0.0}
+ };
+}
+
+SamplerState SamplerPointClamp
+{
+ Filter = MIN_MAG_MIP_POINT;
+ AddressU = Clamp;
+ AddressV = Clamp;
+};
+
+SamplerState SamplerLinearClamp
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Clamp;
+ AddressV = Clamp;
+};
+
+SamplerState SamplerLinearWrap
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Wrap;
+ AddressV = Wrap;
+};
+
+SamplerState SamplerAnisotropicWrap
+{
+ Filter = ANISOTROPIC;
+ AddressU = Wrap;
+ AddressV = Wrap;
+ MaxAnisotropy = 16;
+};
+
+SamplerState SamplerCube
+{
+ Filter = MIN_MAG_MIP_POINT;
+ AddressU = Clamp;
+ AddressV = Clamp;
+ AddressW = Clamp;
+};
+
+SamplerState SamplerLinearMirror
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Mirror;
+ AddressV = Mirror;
+};
+
+SamplerState SamplerLinearBorderBlack
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Border;
+ AddressV = Border;
+ AddressW = Border;
+ BorderColor = float4(0, 0, 0, 0);
+};
+
+SamplerState SamplerLinearBorder
+{
+ Filter = MIN_MAG_MIP_LINEAR;
+ AddressU = Border;
+ AddressV = Border;
+};
+
+SamplerComparisonState SamplerBackBufferDepth
+{
+ Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
+ AddressU = Border;
+ AddressV = Border;
+ BorderColor = float4(1, 1, 1, 1);
+ ComparisonFunc = LESS_EQUAL;
+};
+
+SamplerComparisonState SamplerDepthAnisotropic
+{
+ Filter = COMPARISON_ANISOTROPIC;
+ AddressU = Border;
+ AddressV = Border;
+ ComparisonFunc = LESS;
+ BorderColor = float4(1, 1, 1, 0);
+ MaxAnisotropy = 16;
+};
+
+RasterizerState CullBack
+{
+ CullMode = Back;
+ FrontCounterClockwise = TRUE;
+};
+
+RasterizerState CullBackMS
+{
+ CullMode = Back;
+ FrontCounterClockwise = TRUE;
+ MultisampleEnable = TRUE;
+};
+
+RasterizerState CullFrontNoClip
+{
+ CullMode = Front;
+ FrontCounterClockwise = TRUE;
+ DepthClipEnable = FALSE;
+};
+
+RasterizerState CullFrontMS
+{
+ CullMode = Front;
+ FrontCounterClockwise = TRUE;
+ MultisampleEnable = TRUE;
+};
+
+RasterizerState NoCull
+{
+ CullMode = NONE;
+};
+
+RasterizerState NoCullMS
+{
+ CullMode = NONE;
+ MultisampleEnable = TRUE;
+};
+
+RasterizerState Wireframe
+{
+ CullMode = NONE;
+ FillMode = WIREFRAME;
+};
+
+RasterizerState WireframeMS
+{
+ CullMode = NONE;
+ FillMode = WIREFRAME;
+ MultisampleEnable = TRUE;
+};
+
+DepthStencilState DepthNormal
+{
+ DepthEnable = TRUE;
+ DepthWriteMask = ALL;
+ DepthFunc = LESS_EQUAL;
+ StencilEnable = FALSE;
+};
+
+DepthStencilState NoDepthStencil
+{
+ DepthEnable = FALSE;
+ StencilEnable = FALSE;
+};
+
+DepthStencilState DepthAlways
+{
+ DepthEnable = TRUE;
+ DepthWriteMask = ALL;
+ DepthFunc = ALWAYS;
+ StencilEnable = FALSE;
+};
+
+
+BlendState NoBlending
+{
+ BlendEnable[0] = FALSE;
+};
+
+BlendState Translucent
+{
+ BlendEnable[0] = TRUE;
+ RenderTargetWriteMask[0] = 0xF;
+
+ SrcBlend = SRC_ALPHA;
+ DestBlend = INV_SRC_ALPHA;
+ BlendOp = Add;
+};
+
+
+float4 ColorPS(uniform float4 color) : SV_Target
+{
+ return color;
+}
+
+technique11 Default
+{
+ pass p0
+ {
+ SetRasterizerState(NoCull);
+ SetDepthStencilState(DepthNormal, 0);
+ SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
+ SetVertexShader(NULL);
+ SetHullShader(NULL);
+ SetDomainShader(NULL);
+ SetGeometryShader(NULL);
+ SetPixelShader(NULL);
+ }
+}