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- //-----------------------------------------------------------------------------
- // 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<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
- virtual void processPix( Vector<ShaderComponent*> &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<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
- virtual void processPix( Vector<ShaderComponent*> &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_
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