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authorlbavoil <[email protected]>2016-04-19 09:26:42 +0200
committerlbavoil <[email protected]>2016-04-19 09:26:42 +0200
commit4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25 (patch)
tree6b286cfac4923a8d131693a157b256b8154bec39 /src/shaders/out/D3D11/LinearizeDepth_PS.h
parentUpdate project files (diff)
downloadhbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.tar.xz
hbaoplus-4d4f8e91527846a1dcdea1e2b2aa4eed19fe7b25.zip
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Diffstat (limited to 'src/shaders/out/D3D11/LinearizeDepth_PS.h')
-rw-r--r--src/shaders/out/D3D11/LinearizeDepth_PS.h38
1 files changed, 38 insertions, 0 deletions
diff --git a/src/shaders/out/D3D11/LinearizeDepth_PS.h b/src/shaders/out/D3D11/LinearizeDepth_PS.h
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+++ b/src/shaders/out/D3D11/LinearizeDepth_PS.h
@@ -0,0 +1,38 @@
+//! This file was auto-generated. Do not modify manually.
+#pragma once
+
+namespace Generated
+{
+
+namespace ShaderPermutations
+{
+
+#ifndef RESOLVE_DEPTH_DEFINED
+#define RESOLVE_DEPTH_DEFINED
+ enum RESOLVE_DEPTH
+ {
+ RESOLVE_DEPTH_0,
+ RESOLVE_DEPTH_1,
+ RESOLVE_DEPTH_COUNT,
+ };
+#endif
+
+};
+
+struct LinearizeDepth_PS
+{
+ void Create(DevicePointer Device);
+ void Release(DevicePointer Device);
+ PixelShader& Get(ShaderPermutations::RESOLVE_DEPTH A)
+ {
+ return m_Shader[A];
+ }
+
+private:
+ PixelShader m_Shader[ShaderPermutations::RESOLVE_DEPTH_COUNT];
+#if _WIN32
+ static_assert(ShaderPermutations::RESOLVE_DEPTH_COUNT == 2, "");
+#endif
+};
+
+};