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diff --git a/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl b/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl
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--- a/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl
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-// 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;
-}