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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.
//
//------------------------------------------------------------------------------------
// 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 );
}
}
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