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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;
}
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