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authorlbavoil <[email protected]>2016-03-30 21:52:59 +0200
committerlbavoil <[email protected]>2016-03-30 21:52:59 +0200
commitdae05f21df99a958e4a04acf2957d9171d5efb26 (patch)
treece6d157fa3087866c95da17fc6d8c18ea073f9aa
parentAdd missing file (diff)
downloadhbaoplus-dae05f21df99a958e4a04acf2957d9171d5efb26.tar.xz
hbaoplus-dae05f21df99a958e4a04acf2957d9171d5efb26.zip
Update comment
-rw-r--r--src/shaders/src/Blur_Common.hlsl36
-rw-r--r--src/shaders/src/ConstantBuffers.hlsl36
-rw-r--r--src/shaders/src/FetchNormal_Common.hlsl36
-rw-r--r--src/shaders/src/ReconstructNormal_Common.hlsl36
4 files changed, 36 insertions, 108 deletions
diff --git a/src/shaders/src/Blur_Common.hlsl b/src/shaders/src/Blur_Common.hlsl
index 184b994..e55f85c 100644
--- a/src/shaders/src/Blur_Common.hlsl
+++ b/src/shaders/src/Blur_Common.hlsl
@@ -1,30 +1,12 @@
-// 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 � 2008-2016 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.
-//
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
Texture2D<float2> AODepthTexture : register(t0);
sampler PointClampSampler : register(s0);
diff --git a/src/shaders/src/ConstantBuffers.hlsl b/src/shaders/src/ConstantBuffers.hlsl
index 79b2575..4bcd0b1 100644
--- a/src/shaders/src/ConstantBuffers.hlsl
+++ b/src/shaders/src/ConstantBuffers.hlsl
@@ -1,30 +1,12 @@
-// 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 � 2008-2016 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.
-//
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
#ifndef CONSTANT_BUFFERS_H
#define CONSTANT_BUFFERS_H
diff --git a/src/shaders/src/FetchNormal_Common.hlsl b/src/shaders/src/FetchNormal_Common.hlsl
index 7bfa556..636a73c 100644
--- a/src/shaders/src/FetchNormal_Common.hlsl
+++ b/src/shaders/src/FetchNormal_Common.hlsl
@@ -1,30 +1,12 @@
-// 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 � 2008-2016 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.
-//
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
#include "ConstantBuffers.hlsl"
diff --git a/src/shaders/src/ReconstructNormal_Common.hlsl b/src/shaders/src/ReconstructNormal_Common.hlsl
index 3f53eab..ef51cd4 100644
--- a/src/shaders/src/ReconstructNormal_Common.hlsl
+++ b/src/shaders/src/ReconstructNormal_Common.hlsl
@@ -1,30 +1,12 @@
-// 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 � 2008-2016 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.
-//
+/*
+* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
#include "ConstantBuffers.hlsl"
#include "FullScreenTriangle_VS.hlsl"