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| author | lbavoil <[email protected]> | 2016-03-30 21:52:59 +0200 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2016-03-30 21:52:59 +0200 |
| commit | dae05f21df99a958e4a04acf2957d9171d5efb26 (patch) | |
| tree | ce6d157fa3087866c95da17fc6d8c18ea073f9aa | |
| parent | Add missing file (diff) | |
| download | hbaoplus-dae05f21df99a958e4a04acf2957d9171d5efb26.tar.xz hbaoplus-dae05f21df99a958e4a04acf2957d9171d5efb26.zip | |
Update comment
| -rw-r--r-- | src/shaders/src/Blur_Common.hlsl | 36 | ||||
| -rw-r--r-- | src/shaders/src/ConstantBuffers.hlsl | 36 | ||||
| -rw-r--r-- | src/shaders/src/FetchNormal_Common.hlsl | 36 | ||||
| -rw-r--r-- | src/shaders/src/ReconstructNormal_Common.hlsl | 36 |
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" |