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Diffstat (limited to 'samples/VolumetricLightingTest/d3d11/compiled_shaders_d3d11.h')
| -rw-r--r-- | samples/VolumetricLightingTest/d3d11/compiled_shaders_d3d11.h | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/samples/VolumetricLightingTest/d3d11/compiled_shaders_d3d11.h b/samples/VolumetricLightingTest/d3d11/compiled_shaders_d3d11.h new file mode 100644 index 0000000..2488d61 --- /dev/null +++ b/samples/VolumetricLightingTest/d3d11/compiled_shaders_d3d11.h @@ -0,0 +1,45 @@ +// 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. +// + +#ifndef COMPILED_SHADERS_D3D11_H +#define COMPILED_SHADERS_D3D11_H +//////////////////////////////////////////////////////////////////////////////// +#include <stdint.h> +namespace d3d11 { namespace shaders { + #include <shaders/post_PS.mux.h> + #include <shaders/quad_VS.mux.h> + #include <shaders/scene_VS.mux.h> + #include <shaders/scene_GS.mux.h> + #include <shaders/scene_PS.mux.h> +}; /* namespace shaders */ }; /* namespace d3d11 */ +// We use the namespaces to avoid conflicts if supporting multiple APIs +// but they aren't needed wherever these would be included. +using namespace d3d11; +using namespace shaders; +//////////////////////////////////////////////////////////////////////////////// +#endif // COMPILED_SHADERS_D3D11_H |