// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, 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. 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 (c) 2008-2021 NVIDIA Corporation. All rights reserved. #if SUPPORT_D3D12 #include "Shaders_DX12.h" namespace GFSDK { namespace SSAO { namespace D3D12 { #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" } // namespace D3D12 } // namespace SSAO } // namespace GFSDK #endif //SUPPORT_D3D12