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Simplified copyright headers
1 parent 2af2467 commit b4affdd

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Shaders/Composition.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
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and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
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*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/DlssAfter.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
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and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
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*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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Shaders/DlssBefore.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
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and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
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*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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Shaders/Final.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
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and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
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*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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Shaders/Include/Shared.hlsli

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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//=============================================================================================
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// SETTINGS

Shaders/MorphMeshUpdatePrimitives.cs.hlsl

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/*
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Copyright (c) 2023, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
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and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/MorphMeshUpdateVertices.cs.hlsl

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/*
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Copyright (c) 2023, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
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license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/SharcClear.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2024 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/SharcHashCopy.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2024 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/SharcResolve.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2024 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/SharcUpdate.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2024 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/Taa.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
5-
and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
7-
distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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Shaders/TraceOpaque.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
5-
and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
7-
distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Shaders/TraceTransparent.cs.hlsl

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
5-
and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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#include "Include/Shared.hlsli"
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#include "Include/RaytracingShared.hlsli"

Source/NRDSample.cpp

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/*
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Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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NVIDIA CORPORATION and its licensors retain all intellectual property
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and proprietary rights in and to this software, related documentation
6-
and any modifications thereto. Any use, reproduction, disclosure or
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distribution of this software and related documentation without an express
8-
license agreement from NVIDIA CORPORATION is strictly prohibited.
9-
*/
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// © 2022 NVIDIA Corporation
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#include "NRIFramework.h"
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#include "Extensions/NRIRayTracing.h"
@@ -772,7 +764,7 @@ bool Sample::Initialize(nri::GraphicsAPI graphicsAPI)
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nri::UpscalerDesc upscalerDesc = {};
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upscalerDesc.upscaleResolution = {(nri::Dim_t)GetOutputResolution().x, (nri::Dim_t)GetOutputResolution().y};
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upscalerDesc.type = USE_FSR ? nri::UpscalerType::FSR : nri::UpscalerType::DLSR;
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upscalerDesc.mode = (nri::UpscalerMode)((int32_t)nri::UpscalerMode::ULTRA_PERFORMANCE - m_DlssQuality);
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upscalerDesc.mode = (nri::UpscalerMode)((int32_t)nri::UpscalerMode::ULTRA_PERFORMANCE - m_DlssQuality);
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upscalerDesc.flags = upscalerFlags;
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upscalerDesc.preset = USE_DLSS_TNN ? 10 : 0;
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NRI_ABORT_ON_FAILURE( NRI.CreateUpscaler(*m_Device, upscalerDesc, m_DLSR) );

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