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/*
* 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
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