aboutsummaryrefslogtreecommitdiff
path: root/tools/ArtistTools/source/Shaders/VisualizeShadow.hlsl
blob: 04bf9f9c39f59aa04e4a460fa0fe0bf861483ce8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
// 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;
}