//---------------------------------------------------------------------------------- // File: FaceWorks/samples/sample_d3d11/shaders/curvature_vs.hlsl // SDK Version: v1.0 // Email: gameworks@nvidia.com // Site: http://developer.nvidia.com/ // // Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //---------------------------------------------------------------------------------- #include "common.hlsli" cbuffer cbShader : CB_SHADER { float2 g_curvatureScaleBias; } void main( in Vertex i_vtx, out float o_color : COLOR, out float4 o_posClip : SV_Position) { o_color = sqrt(i_vtx.m_curvature * g_curvatureScaleBias.x + g_curvatureScaleBias.y); o_posClip = mul(float4(i_vtx.m_pos, 1.0), g_matWorldToClip); }