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+// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
+
+#ifndef RENDERER_MATERIAL_DESC_H
+#define RENDERER_MATERIAL_DESC_H
+
+#include <RendererMaterial.h>
+
+namespace SampleRenderer
+{
+
+ class RendererMaterialDesc
+ {
+ public:
+ RendererMaterial::Type type;
+
+ RendererMaterial::AlphaTestFunc alphaTestFunc;
+ float alphaTestRef;
+
+ bool blending;
+ bool instanced;
+ RendererMaterial::BlendFunc srcBlendFunc;
+ RendererMaterial::BlendFunc dstBlendFunc;
+
+ const char *geometryShaderPath;
+ const char *hullShaderPath;
+ const char *domainShaderPath;
+ const char *vertexShaderPath;
+ const char *fragmentShaderPath;
+
+ //all passes enabled
+ bool enabledPasses[RendererMaterial::NUM_PASSES];
+ //instancing enabled
+ bool enableInstancing;
+
+ public:
+ RendererMaterialDesc(void);
+
+ bool isValid(void) const;
+ };
+
+} // namespace SampleRenderer
+
+#endif