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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/Apply_PS.mux.h>
#include <shaders/ComputeLightLUT_CS.mux.h>
#include <shaders/ComputePhaseLookup_PS.mux.h>
#include <shaders/Debug_PS.mux.h>
#include <shaders/DownsampleDepth_PS.mux.h>
#include <shaders/Quad_VS.mux.h>
#include <shaders/RenderVolume_VS.mux.h>
#include <shaders/RenderVolume_HS.mux.h>
#include <shaders/RenderVolume_DS.mux.h>
#include <shaders/RenderVolume_PS.mux.h>
#include <shaders/Resolve_PS.mux.h>
#include <shaders/TemporalFilter_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
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