//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _DEPTH_HLSL_H_ #define _DEPTH_HLSL_H_ #ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_ #include "shaderGen/HLSL/shaderFeatureHLSL.h" #endif #ifndef _SHADEROP_H_ #include "shaderGen/shaderOp.h" #endif class EyeSpaceDepthOutHLSL : public ShaderFeatureHLSL { public: // ShaderFeature virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Eye Space Depth (Out)"; } virtual Material::BlendOp getBlendOp() { return Material::None; } virtual const char* getOutputVarName() const { return "eyeSpaceDepth"; } }; class DepthOutHLSL : public ShaderFeatureHLSL { public: // ShaderFeature virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); virtual Resources getResources( const MaterialFeatureData &fd ); virtual String getName() { return "Depth (Out)"; } virtual Material::BlendOp getBlendOp() { return Material::None; } virtual const char* getOutputVarName() const { return "IN.depth"; } }; #endif // _DEPTH_HLSL_H_