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+// 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