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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 � 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(texture,sampler,coords) texture.Sample(sampler,coords)
#define SampleTex2Dlod(texture,sampler,coords,lod) texture.SampleLevel(sampler,coords,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(texture,sampler,coords) tex2D(sampler,coords)
#define SampleTex2Dlod(texture,sampler,coords,lod) tex2Dlod(sampler,float4(coords,0,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(texture,sampler,coords) texture.Sample(sampler,coords)
#define SampleTex2Dlod(texture,sampler,coords,lod) texture.SampleLOD(sampler,coords,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(texture,sampler,coords) texture(sampler,coords)
#define SampleTex2Dlod(texture,sampler,coords,lod) textureLod(sampler,coords,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 */
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