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authorJason Maskell <[email protected]>2016-05-16 15:00:36 +0200
committerJason Maskell <[email protected]>2016-05-16 15:00:36 +0200
commit3eb017d032e0c542401ea202f7a62b7c7ddcd498 (patch)
tree6470077bdc344f1493778976917f7217a3159707 /src/shader/Common.fxh
parentProject now compiles with Cmake. (diff)
downloadwaveworks_archive-3eb017d032e0c542401ea202f7a62b7c7ddcd498.tar.xz
waveworks_archive-3eb017d032e0c542401ea202f7a62b7c7ddcd498.zip
Added the test_d3d11 app to the solution. Not compiling yet, mostly a paranoia commit.
Diffstat (limited to 'src/shader/Common.fxh')
-rw-r--r--src/shader/Common.fxh79
1 files changed, 0 insertions, 79 deletions
diff --git a/src/shader/Common.fxh b/src/shader/Common.fxh
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--- a/src/shader/Common.fxh
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@@ -1,79 +0,0 @@
-/*
- * 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 � 2008- 2013 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 _GFSDK_WAVEWORKS_COMMON_FX
-#define _GFSDK_WAVEWORKS_COMMON_FX
-/*
- *
- *
- */
-#if defined(GFSDK_WAVEWORKS_SM4) || defined(GFSDK_WAVEWORKS_SM5)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) nvsf_texture.Sample(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) nvsf_texture.SampleLevel(nvsf_sampler,nvsf_coords,nvsf_lod)
- #define BEGIN_CBUFFER(name,slot) cbuffer name : register(b##slot) {
- #define END_CBUFFER };
- #define SEMANTIC(x) : x
-#elif defined(GFSDK_WAVEWORKS_SM3)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) tex2D(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) tex2Dlod(nvsf_sampler,float4(nvsf_coords,0,nvsf_lod))
- #define BEGIN_CBUFFER(name,slot)
- #define END_CBUFFER
- #define SV_Target COLOR
- #define SV_Position POSITION
- #define SEMANTIC(x) : x
-#elif defined(GFSDK_WAVEWORKS_GNM)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) nvsf_texture.Sample(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) nvsf_texture.SampleLOD(nvsf_sampler,nvsf_coords,nvsf_lod)
- #define BEGIN_CBUFFER(name,slot) ConstantBuffer name : register(b##slot) {
- #define END_CBUFFER };
- #define SV_Target S_TARGET_OUTPUT
- #define SV_Position S_POSITION
- #define SEMANTIC(x) : x
-#elif defined(GFSDK_WAVEWORKS_GL)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) texture(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) textureLod(nvsf_sampler,nvsf_coords,nvsf_lod)
- #define BEGIN_CBUFFER(name,slot)
- #define END_CBUFFER
- #define SEMANTIC(x)
- #define float2 vec2
- #define float3 vec3
- #define float4 vec4
- #define float4x3 mat3x4
- //vec3 mul(vec4 v, mat3x4 m) { return v * m; }
- #define mul(v,m) ((v)*(m))
- #define lerp mix
- #define saturate(x) clamp(x,0.0,1.0)
-#else
- #error Shader model not defined (expected GFSDK_WAVEWORKS_SM3, GFSDK_WAVEWORKS_SM4, GFSDK_WAVEWORKS_SM5, GFSDK_WAVEWORKS_GNM or GFSDK_WAVEWORKS_GL)
-#endif
-/*
- *
- *
- */
-#endif /* _GFSDK_WAVEWORKS_COMMON_FX */