diff options
| author | lbavoil <[email protected]> | 2017-01-23 09:55:05 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2017-01-23 09:55:05 +0100 |
| commit | 0e07a80f8c1443e047e283f30693cf708a3204ea (patch) | |
| tree | 460cb590a7dfc7d43a205f33fa0631f408b68940 /src/shaders | |
| parent | Polish HLSL. No functional change. (diff) | |
| download | hbaoplus-0e07a80f8c1443e047e283f30693cf708a3204ea.tar.xz hbaoplus-0e07a80f8c1443e047e283f30693cf708a3204ea.zip | |
HBAO+ 3.1.0.21602716
Diffstat (limited to 'src/shaders')
| -rw-r--r-- | src/shaders/src/BlurX_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/BlurY_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/CoarseAO_GS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/CoarseAO_PS.hlsl | 3 | ||||
| -rw-r--r-- | src/shaders/src/CopyDepth_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/DebugAO_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/DebugNormals_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/DeinterleaveDepth_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/FullScreenTriangle_VS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/LinearizeDepth_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/ReconstructNormal_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/ReinterleaveAO_PS.hlsl | 2 | ||||
| -rw-r--r-- | src/shaders/src/SharedDefines.h | 2 |
13 files changed, 13 insertions, 14 deletions
diff --git a/src/shaders/src/BlurX_PS.hlsl b/src/shaders/src/BlurX_PS.hlsl index 7554711..8a0bb9f 100644 --- a/src/shaders/src/BlurX_PS.hlsl +++ b/src/shaders/src/BlurX_PS.hlsl @@ -4,7 +4,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/BlurY_PS.hlsl b/src/shaders/src/BlurY_PS.hlsl index 77ec810..7e0ea0f 100644 --- a/src/shaders/src/BlurY_PS.hlsl +++ b/src/shaders/src/BlurY_PS.hlsl @@ -4,7 +4,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/CoarseAO_GS.hlsl b/src/shaders/src/CoarseAO_GS.hlsl index ea898fc..3c9ef0d 100644 --- a/src/shaders/src/CoarseAO_GS.hlsl +++ b/src/shaders/src/CoarseAO_GS.hlsl @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/CoarseAO_PS.hlsl b/src/shaders/src/CoarseAO_PS.hlsl index b884f47..afdc7cf 100644 --- a/src/shaders/src/CoarseAO_PS.hlsl +++ b/src/shaders/src/CoarseAO_PS.hlsl @@ -6,7 +6,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation @@ -66,7 +66,6 @@ float3 FetchQuarterResViewPos(float2 UV) //---------------------------------------------------------------------------------- float2 RotateDirection(float2 V, float2 RotationCosSin) { - // V is the normalized 2D vector to be rotated // RotationCosSin is (cos(alpha),sin(alpha)) where alpha is the rotation angle // A 2D rotation matrix is applied (see https://en.wikipedia.org/wiki/Rotation_matrix) return float2(V.x*RotationCosSin.x - V.y*RotationCosSin.y, diff --git a/src/shaders/src/CopyDepth_PS.hlsl b/src/shaders/src/CopyDepth_PS.hlsl index 6bba531..832374d 100644 --- a/src/shaders/src/CopyDepth_PS.hlsl +++ b/src/shaders/src/CopyDepth_PS.hlsl @@ -3,7 +3,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/DebugAO_PS.hlsl b/src/shaders/src/DebugAO_PS.hlsl index 80c8ae7..9c804cc 100644 --- a/src/shaders/src/DebugAO_PS.hlsl +++ b/src/shaders/src/DebugAO_PS.hlsl @@ -3,7 +3,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/DebugNormals_PS.hlsl b/src/shaders/src/DebugNormals_PS.hlsl index 9df87ac..50d0cc0 100644 --- a/src/shaders/src/DebugNormals_PS.hlsl +++ b/src/shaders/src/DebugNormals_PS.hlsl @@ -3,7 +3,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/DeinterleaveDepth_PS.hlsl b/src/shaders/src/DeinterleaveDepth_PS.hlsl index fb0e281..2a8efb0 100644 --- a/src/shaders/src/DeinterleaveDepth_PS.hlsl +++ b/src/shaders/src/DeinterleaveDepth_PS.hlsl @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/FullScreenTriangle_VS.hlsl b/src/shaders/src/FullScreenTriangle_VS.hlsl index 973a334..4e24711 100644 --- a/src/shaders/src/FullScreenTriangle_VS.hlsl +++ b/src/shaders/src/FullScreenTriangle_VS.hlsl @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/LinearizeDepth_PS.hlsl b/src/shaders/src/LinearizeDepth_PS.hlsl index d0881db..ceadf7a 100644 --- a/src/shaders/src/LinearizeDepth_PS.hlsl +++ b/src/shaders/src/LinearizeDepth_PS.hlsl @@ -3,7 +3,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/ReconstructNormal_PS.hlsl b/src/shaders/src/ReconstructNormal_PS.hlsl index 1a15230..a44c6d4 100644 --- a/src/shaders/src/ReconstructNormal_PS.hlsl +++ b/src/shaders/src/ReconstructNormal_PS.hlsl @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/ReinterleaveAO_PS.hlsl b/src/shaders/src/ReinterleaveAO_PS.hlsl index e9cc5f4..d04f109 100644 --- a/src/shaders/src/ReinterleaveAO_PS.hlsl +++ b/src/shaders/src/ReinterleaveAO_PS.hlsl @@ -3,7 +3,7 @@ */ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation diff --git a/src/shaders/src/SharedDefines.h b/src/shaders/src/SharedDefines.h index e912fc7..12298be 100644 --- a/src/shaders/src/SharedDefines.h +++ b/src/shaders/src/SharedDefines.h @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved. +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation |