/* * Copyright (c) 2008-2018, 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. */ #if SUPPORT_D3D11 #include "Shaders_DX11.h" namespace GFSDK { namespace SSAO { namespace D3D11 { #include "shaders/out/D3D11/FullScreenTriangle_VS.cpp" #include "shaders/out/D3D11/CopyDepth_PS.cpp" #include "shaders/out/D3D11/LinearizeDepth_PS.cpp" #include "shaders/out/D3D11/DeinterleaveDepth_PS.cpp" #include "shaders/out/D3D11/DebugNormals_PS.cpp" #include "shaders/out/D3D11/ReconstructNormal_PS.cpp" #include "shaders/out/D3D11/ReinterleaveAO_PS.cpp" #include "shaders/out/D3D11/BlurX_PS.cpp" #include "shaders/out/D3D11/BlurY_PS.cpp" #include "shaders/out/D3D11/CoarseAO_PS.cpp" #include "shaders/out/D3D11/CoarseAO_GS.cpp" #if ENABLE_DEBUG_MODES #include "shaders/out/D3D11/DebugAO_PS.cpp" #endif } // namespace D3D11 } // namespace SSAO } // namespace GFSDK #endif //SUPPORT_D3D11