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| author | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
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| committer | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
| commit | b4ab266c9010aaff5404f6a508a2e592eb367d36 (patch) | |
| tree | 1e9eefa78e90485397b50ce5e780a1d0cb38b493 /samples/VolumetricLightingTest/shaders/quad_VS.hlsl | |
| download | volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip | |
initial commit
Diffstat (limited to 'samples/VolumetricLightingTest/shaders/quad_VS.hlsl')
| -rw-r--r-- | samples/VolumetricLightingTest/shaders/quad_VS.hlsl | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/samples/VolumetricLightingTest/shaders/quad_VS.hlsl b/samples/VolumetricLightingTest/shaders/quad_VS.hlsl new file mode 100644 index 0000000..b8f666a --- /dev/null +++ b/samples/VolumetricLightingTest/shaders/quad_VS.hlsl @@ -0,0 +1,47 @@ +// This code contains NVIDIA Confidential Information and is disclosed +// under the Mutual Non-Disclosure Agreement. +// +// Notice +// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES +// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. +// +// 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. No third party distribution is allowed unless +// expressly authorized by NVIDIA. 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) 2003 - 2016 NVIDIA Corporation. All rights reserved. +// +// 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. +// + +/* +Define the shader permutations for code generation +%% MUX_BEGIN %% +%% MUX_END %% +*/ + +struct VS_QUAD_OUTPUT +{ + float4 vPos : SV_POSITION; + sample float2 vTex : TEXCOORD0; +}; + +VS_QUAD_OUTPUT main(uint id : SV_VERTEXID) +{ + VS_QUAD_OUTPUT output; + output.vTex = float2((id << 1) & 2, id & 2); + output.vPos = float4(output.vTex * float2(2,-2) + float2(-1,1), 1, 1); + return output; +} |