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| author | Bryan Galdrikian <[email protected]> | 2017-08-23 11:24:32 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-08-23 11:24:32 -0700 |
| commit | f1e539cadfb085cedc32f9773cfb9d14bfcdf138 (patch) | |
| tree | 7ca74e06a4386dd22fd850a8417a31a85d282a30 /tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl | |
| parent | Updated to CL 22661993: (diff) | |
| download | blast-f1e539cadfb085cedc32f9773cfb9d14bfcdf138.tar.xz blast-f1e539cadfb085cedc32f9773cfb9d14bfcdf138.zip | |
Removing ArtistTools and CurveEditor projects
Diffstat (limited to 'tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl')
| -rw-r--r-- | tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl | 81 |
1 files changed, 0 insertions, 81 deletions
diff --git a/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl b/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl deleted file mode 100644 index 04bf9f9..0000000 --- a/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl +++ /dev/null @@ -1,81 +0,0 @@ -// 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 (c) 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. -// -/////////////////////////////////////////////////////////////////////////////////// -// constant buffer -/////////////////////////////////////////////////////////////////////////////////// -cbuffer cbPerFrame : register(b0) -{ - float g_zNear; - float g_zFar; - float g_unitScale; - float g_dummy; -} - -/////////////////////////////////////////////////////////////////////////////////// -// Textures -/////////////////////////////////////////////////////////////////////////////////// -Texture2D g_ColorTexture : register(t0); - -struct VSOut -{ - float4 pos : SV_Position; - float2 tex : TEXCOORD; -}; - -///////////////////////////////////////////////////////////////////////////////////// -// vertex shader -///////////////////////////////////////////////////////////////////////////////////// -VSOut vs_main( uint id : SV_VertexID ) -{ - VSOut output; - output.tex = float2( (id << 1) & 2, id & 2 ); - output.pos = float4( output.tex * float2( 2.0f, -2.0f ) + float2( -1.0f, 1.0f), 0.0f, 1.0f ); - - return output; -} - -///////////////////////////////////////////////////////////////////////////////////// -// pixel shader -///////////////////////////////////////////////////////////////////////////////////// -//SamplerState samLinear; -SamplerState samPointClamp; - -float4 ps_main(VSOut input) : SV_Target -{ - float4 color; - - color.rgb = g_ColorTexture.Sample(samPointClamp,input.tex).rgb; - - float depth = color.r; - float near = g_zNear; - float far = g_zFar; - - color.rgb = (depth - near) / (far - near); - color.a = 1.0f; - return color; -} |