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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /test/d3d11/ocean_marker.fx | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'test/d3d11/ocean_marker.fx')
| -rw-r--r-- | test/d3d11/ocean_marker.fx | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/test/d3d11/ocean_marker.fx b/test/d3d11/ocean_marker.fx new file mode 100644 index 0000000..9768790 --- /dev/null +++ b/test/d3d11/ocean_marker.fx @@ -0,0 +1,90 @@ +// 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. +// + +//------------------------------------------------------------------------------------ +// Global variables +//------------------------------------------------------------------------------------ +float4 gMarkerColor; + +// XForm Matrix +float4x4 g_matViewProj; + +float4 MarkerVS(float4 vPos : POSITION) : SV_Position +{ + return mul(vPos, g_matViewProj); +} + +float4 MarkerPS() : SV_Target +{ + return gMarkerColor; +} + +//-------------------------------------------------------------------------------------- +// DepthStates +//-------------------------------------------------------------------------------------- +DepthStencilState EnableDepth +{ + DepthEnable = TRUE; + DepthWriteMask = ALL; + DepthFunc = LESS_EQUAL; + StencilEnable = FALSE; +}; + +//-------------------------------------------------------------------------------------- +// RasterStates +//-------------------------------------------------------------------------------------- +RasterizerState Solid +{ + FillMode = SOLID; + CullMode = NONE; + + MultisampleEnable = True; +}; + +//-------------------------------------------------------------------------------------- +// BlendStates +//-------------------------------------------------------------------------------------- +BlendState Opaque +{ + BlendEnable[0] = FALSE; + RenderTargetWriteMask[0] = 0xF; +}; + +technique10 RenderMarkerTech +{ + pass + { + SetVertexShader( CompileShader( vs_4_0, MarkerVS() ) ); + SetGeometryShader( NULL ); + SetPixelShader( CompileShader( ps_4_0, MarkerPS() ) ); + + SetDepthStencilState( EnableDepth, 0 ); + SetRasterizerState( Solid ); + SetBlendState( Opaque, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); + } +} |