// 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. // cbuffer QuadObject { static const float2 QuadVertices[4] = { {-1.0, -1.0}, { 1.0, -1.0}, {-1.0, 1.0}, { 1.0, 1.0} }; static const float2 QuadTexCoordinates[4] = { {0.0, 1.0}, {1.0, 1.0}, {0.0, 0.0}, {1.0, 0.0} }; } SamplerState SamplerPointClamp { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; SamplerState SamplerLinearClamp { Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; }; SamplerState SamplerLinearWrap { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; SamplerState SamplerAnisotropicWrap { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; MaxAnisotropy = 16; }; SamplerState SamplerCube { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; SamplerState SamplerLinearMirror { Filter = MIN_MAG_MIP_LINEAR; AddressU = Mirror; AddressV = Mirror; }; SamplerState SamplerLinearBorderBlack { Filter = MIN_MAG_MIP_LINEAR; AddressU = Border; AddressV = Border; AddressW = Border; BorderColor = float4(0, 0, 0, 0); }; SamplerState SamplerLinearBorder { Filter = MIN_MAG_MIP_LINEAR; AddressU = Border; AddressV = Border; }; SamplerComparisonState SamplerBackBufferDepth { Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; AddressU = Border; AddressV = Border; BorderColor = float4(1, 1, 1, 1); ComparisonFunc = LESS_EQUAL; }; SamplerComparisonState SamplerDepthAnisotropic { Filter = COMPARISON_ANISOTROPIC; AddressU = Border; AddressV = Border; ComparisonFunc = LESS; BorderColor = float4(1, 1, 1, 0); MaxAnisotropy = 16; }; RasterizerState CullBack { CullMode = Back; FrontCounterClockwise = TRUE; }; RasterizerState CullBackMS { CullMode = Back; FrontCounterClockwise = TRUE; MultisampleEnable = TRUE; }; RasterizerState CullFrontNoClip { CullMode = Front; FrontCounterClockwise = TRUE; DepthClipEnable = FALSE; }; RasterizerState CullFrontMS { CullMode = Front; FrontCounterClockwise = TRUE; MultisampleEnable = TRUE; }; RasterizerState NoCull { CullMode = NONE; }; RasterizerState NoCullMS { CullMode = NONE; MultisampleEnable = TRUE; }; RasterizerState Wireframe { CullMode = NONE; FillMode = WIREFRAME; }; RasterizerState WireframeMS { CullMode = NONE; FillMode = WIREFRAME; MultisampleEnable = TRUE; }; DepthStencilState DepthNormal { DepthEnable = TRUE; DepthWriteMask = ALL; DepthFunc = LESS_EQUAL; StencilEnable = FALSE; }; DepthStencilState NoDepthStencil { DepthEnable = FALSE; StencilEnable = FALSE; }; DepthStencilState DepthAlways { DepthEnable = TRUE; DepthWriteMask = ALL; DepthFunc = ALWAYS; StencilEnable = FALSE; }; BlendState NoBlending { BlendEnable[0] = FALSE; }; BlendState Translucent { BlendEnable[0] = TRUE; RenderTargetWriteMask[0] = 0xF; SrcBlend = SRC_ALPHA; DestBlend = INV_SRC_ALPHA; BlendOp = Add; }; float4 ColorPS(uniform float4 color) : SV_Target { return color; } technique11 Default { pass p0 { SetRasterizerState(NoCull); SetDepthStencilState(DepthNormal, 0); SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF); SetVertexShader(NULL); SetHullShader(NULL); SetDomainShader(NULL); SetGeometryShader(NULL); SetPixelShader(NULL); } }