Add Chromium-only Blender WebEngine parity work
This commit is contained in:
55
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/CMakeLists.txt
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55
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/CMakeLists.txt
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#
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# Copyright 2013 Pixar
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#
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# Licensed under the terms set forth in the LICENSE.txt file available at
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# https://opensubdiv.org/license.
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#
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# *** dxViewer ***
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set(SHADER_FILES
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shader.hlsl
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skyshader.hlsl
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)
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set(PLATFORM_LIBRARIES
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"${OSD_LINK_TARGET}"
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"${DXSDK_LIBRARIES}"
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"${PTEX_LIBRARY}"
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"${ZLIB_LIBRARY}"
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)
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include_directories(
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"${OPENSUBDIV_INCLUDE_DIR}"
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"${DXSDK_INCLUDE_DIR}"
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"${PTEX_INCLUDE_DIR}"
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)
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if (OPENCL_FOUND)
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include_directories("${OPENCL_INCLUDE_DIRS}")
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list(APPEND PLATFORM_LIBRARIES OpenGL::GL)
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endif()
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set(SOURCE_FILES
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dxPtexViewer.cpp
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sky.cpp
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)
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osd_stringify("${SHADER_FILES}" INC_FILES)
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include_directories("${CMAKE_CURRENT_BINARY_DIR}")
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osd_add_possibly_cuda_executable(dxPtexViewer "examples" WIN32
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"${SOURCE_FILES}"
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"${INC_FILES}"
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$<TARGET_OBJECTS:regression_common_obj>
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$<TARGET_OBJECTS:regression_far_utils_obj>
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$<TARGET_OBJECTS:examples_common_dx11_obj>
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$<TARGET_OBJECTS:examples_common_ptex_obj>
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)
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target_link_libraries(dxPtexViewer
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${PLATFORM_LIBRARIES}
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)
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install(TARGETS dxPtexViewer DESTINATION "${CMAKE_BINDIR_BASE}")
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2097
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/dxPtexViewer.cpp
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2097
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/dxPtexViewer.cpp
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File diff suppressed because it is too large
Load Diff
604
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/shader.hlsl
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604
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/shader.hlsl
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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struct OutputPointVertex {
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float4 positionOut : SV_Position;
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};
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cbuffer Transform : register( b0 ) {
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float4x4 ModelViewMatrix;
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float4x4 ProjectionMatrix;
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float4x4 ModelViewProjectionMatrix;
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float4x4 ModelViewInverseMatrix;
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};
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cbuffer Tessellation : register( b1 ) {
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float TessLevel;
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int PrimitiveIdBase;
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};
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cbuffer Config : register( b3 ) {
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float displacementScale;
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float mipmapBias;
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};
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float4x4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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float4x4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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float4x4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return 0;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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}
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// ---------------------------------------------------------------------------
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#if defined(DISPLACEMENT_HW_BILINEAR) \
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|| defined(DISPLACEMENT_BILINEAR) \
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|| defined(DISPLACEMENT_BIQUADRATIC) \
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|| defined(NORMAL_HW_SCREENSPACE) \
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|| defined(NORMAL_SCREENSPACE) \
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|| defined(NORMAL_BIQUADRATIC) \
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|| defined(NORMAL_BIQUADRATIC_WG)
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Texture2DArray textureDisplace_Data : register(t6);
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Buffer<uint> textureDisplace_Packing : register(t7);
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#endif
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#if defined(DISPLACEMENT_HW_BILINEAR) \
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|| defined(DISPLACEMENT_BILINEAR) \
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|| defined(DISPLACEMENT_BIQUADRATIC)
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#undef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK \
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output.position = \
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displacement(output.position, \
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output.normal, \
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output.patchCoord);
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float4 displacement(float4 position, float3 normal, float4 patchCoord)
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{
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#if defined(DISPLACEMENT_HW_BILINEAR)
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float disp = PtexLookupFast(patchCoord,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif defined(DISPLACEMENT_BILINEAR)
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float disp = PtexMipmapLookup(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif defined(DISPLACEMENT_BIQUADRATIC)
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float disp = PtexMipmapLookupQuadratic(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#else
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float disp(0);
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#endif
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return position + float4(disp*normal, 0) * displacementScale;
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}
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#endif
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float4 GeneratePatchCoord(float2 uv, int primitiveID) // for non-adaptive
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{
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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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return OsdInterpolatePatchCoord(uv, patchParam);
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}
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// ---------------------------------------------------------------------------
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// Vertex Shader
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// ---------------------------------------------------------------------------
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void vs_main( in InputVertex input,
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out OutputVertex output )
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{
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output.positionOut = mul(ModelViewProjectionMatrix, input.position);
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output.position = mul(ModelViewMatrix, input.position);
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output.normal = mul(ModelViewMatrix,float4(input.normal, 0)).xyz;
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output.patchCoord = float4(0,0,0,0);
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output.tangent = float3(0,0,0);
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output.bitangent = float3(0,0,0);
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output.edgeDistance = float4(0,0,0,0);
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}
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// ---------------------------------------------------------------------------
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// Geometry Shader
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// ---------------------------------------------------------------------------
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struct GS_OUT
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{
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OutputVertex v;
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uint primitiveID : SV_PrimitiveID;
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};
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GS_OUT
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outputVertex(OutputVertex input, float3 normal, uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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GS_OUT
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outputVertex(OutputVertex input, float3 normal, float4 patchCoord, uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.v.patchCoord = patchCoord;
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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#define EDGE_VERTS 3
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#endif
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#ifdef PRIM_QUAD
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#define EDGE_VERTS 4
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#endif
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static float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(float2 p, float2 p0, float2 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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GS_OUT
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outputWireVertex(OutputVertex input, float3 normal,
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int index, float2 edgeVerts[EDGE_VERTS], uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.v.edgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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gsout.v.edgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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gsout.v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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gsout.v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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gsout.v.edgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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#endif
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#ifdef PRIM_QUAD
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[maxvertexcount(6)]
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void gs_main( lineadj OutputVertex input[4],
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inout TriangleStream<GS_OUT> triStream,
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uint primitiveID : SV_PrimitiveID)
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[3].position - input[1].position).xyz;
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float3 C = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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float4 patchCoord[4];
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patchCoord[0] = GeneratePatchCoord(float2(0, 0), primitiveID);
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patchCoord[1] = GeneratePatchCoord(float2(1, 0), primitiveID);
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patchCoord[2] = GeneratePatchCoord(float2(1, 1), primitiveID);
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patchCoord[3] = GeneratePatchCoord(float2(0, 1), primitiveID);
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triStream.Append(outputVertex(input[0], n0, patchCoord[0], primitiveID));
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triStream.Append(outputVertex(input[1], n0, patchCoord[1], primitiveID));
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triStream.Append(outputVertex(input[3], n0, patchCoord[3], primitiveID));
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triStream.RestartStrip();
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triStream.Append(outputVertex(input[3], n0, patchCoord[3], primitiveID));
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triStream.Append(outputVertex(input[1], n0, patchCoord[1], primitiveID));
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triStream.Append(outputVertex(input[2], n0, patchCoord[2], primitiveID));
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triStream.RestartStrip();
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}
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#else // PRIM_TRI
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[maxvertexcount(3)]
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void gs_main( triangle OutputVertex input[3],
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inout TriangleStream<GS_OUT> triStream,
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uint primitiveID : SV_PrimitiveID)
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{
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float4 position[3];
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float4 patchCoord[3];
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float3 normal[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = input[0].patchCoord;
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patchCoord[1] = input[1].patchCoord;
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patchCoord[2] = input[2].patchCoord;
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position[0] = input[0].position;
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position[1] = input[1].position;
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position[2] = input[2].position;
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#ifdef NORMAL_FACET
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// emit flat normals for displaced surface
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float3 A = (position[0] - position[1]).xyz;
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float3 B = (position[2] - position[1]).xyz;
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normal[0]= normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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#else
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normal[0] = input[0].normal;
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normal[1] = input[1].normal;
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normal[2] = input[2].normal;
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#endif
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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float2 edgeVerts[3];
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edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
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edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
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edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
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triStream.Append(outputWireVertex(input[0], normal[0], 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], normal[1], 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], normal[2], 2, edgeVerts, primitiveID));
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#else
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triStream.Append(outputVertex(input[0], normal[0], primitiveID));
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triStream.Append(outputVertex(input[1], normal[1], primitiveID));
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triStream.Append(outputVertex(input[2], normal[2], primitiveID));
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#endif
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}
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||||
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#endif
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// ---------------------------------------------------------------------------
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// IBL lighting
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// ---------------------------------------------------------------------------
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Texture2D diffuseEnvironmentMap : register(t12);
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Texture2D specularEnvironmentMap : register(t13);
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SamplerState iblSampler : register(s0);
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#define M_PI 3.14159265358
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float4
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gamma(float4 value, float g) {
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return float4(pow(value.xyz, float3(g,g,g)), 1);
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}
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float4
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getEnvironmentHDR(Texture2D tx, SamplerState sm, float3 dir)
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{
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dir = mul(ModelViewInverseMatrix, float4(dir, 0)).xyz;
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float2 uv = float2((atan2(dir.x,dir.z)/M_PI+1)*0.5, (1-dir.y)*0.5);
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return tx.Sample(sm, uv);
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}
|
||||
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||||
// ---------------------------------------------------------------------------
|
||||
// Lighting
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#define NUM_LIGHTS 2
|
||||
|
||||
struct LightSource {
|
||||
float4 position;
|
||||
float4 ambient;
|
||||
float4 diffuse;
|
||||
float4 specular;
|
||||
};
|
||||
|
||||
cbuffer Lighting : register( b2 ) {
|
||||
LightSource lightSource[NUM_LIGHTS];
|
||||
};
|
||||
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||||
float4
|
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lighting(float4 texColor, float3 Peye, float3 Neye, float occ)
|
||||
{
|
||||
float4 color = float4(0.0, 0.0, 0.0, 0.0);
|
||||
float3 n = Neye;
|
||||
|
||||
for (int i = 0; i < NUM_LIGHTS; ++i) {
|
||||
|
||||
float4 Plight = lightSource[i].position;
|
||||
float3 l = (Plight.w == 0.0)
|
||||
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
|
||||
|
||||
float3 h = normalize(l + float3(0,0,1)); // directional viewer
|
||||
|
||||
float d = max(0.0, dot(n, l));
|
||||
float s = pow(max(0.0, dot(n, h)), 64.0f);
|
||||
|
||||
color += (1.0 - occ) * ((lightSource[i].ambient +
|
||||
d * lightSource[i].diffuse) * texColor +
|
||||
s * lightSource[i].specular);
|
||||
}
|
||||
|
||||
color.a = 1.0;
|
||||
return color;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Pixel Shader
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
float4
|
||||
edgeColor(float4 Cfill, float4 edgeDistance)
|
||||
{
|
||||
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
||||
#ifdef PRIM_TRI
|
||||
float d =
|
||||
min(edgeDistance[0], min(edgeDistance[1], edgeDistance[2]));
|
||||
#endif
|
||||
#ifdef PRIM_QUAD
|
||||
float d =
|
||||
min(min(edgeDistance[0], edgeDistance[1]),
|
||||
min(edgeDistance[2], edgeDistance[3]));
|
||||
#endif
|
||||
float4 Cedge = float4(1.0, 1.0, 0.0, 1.0);
|
||||
float p = exp2(-2 * d * d);
|
||||
|
||||
#if defined(GEOMETRY_OUT_WIRE)
|
||||
if (p < 0.25) discard;
|
||||
#endif
|
||||
|
||||
Cfill.rgb = lerp(Cfill.rgb, Cedge.rgb, p);
|
||||
#endif
|
||||
return Cfill;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Pixel Shader
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
#if defined(COLOR_PTEX_NEAREST) || \
|
||||
defined(COLOR_PTEX_HW_BILINEAR) || \
|
||||
defined(COLOR_PTEX_BILINEAR) || \
|
||||
defined(COLOR_PTEX_BIQUADRATIC)
|
||||
Texture2DArray textureImage_Data : register(t4);
|
||||
Buffer<uint> textureImage_Packing : register(t5);
|
||||
#endif
|
||||
|
||||
#ifdef USE_PTEX_OCCLUSION
|
||||
Texture2DArray textureOcclusion_Data : register(t8);
|
||||
Buffer<uint> textureOcclusion_Packing : register(t9);
|
||||
#endif
|
||||
|
||||
#ifdef USE_PTEX_SPECULAR
|
||||
Texture2DArray textureSpecular_Data : register(t10);
|
||||
Buffer<uint> textureSpecular_Packing : register(t11);
|
||||
#endif
|
||||
|
||||
float4
|
||||
getAdaptivePatchColor(int3 patchParam, float sharpness)
|
||||
{
|
||||
const float4 patchColors[7*6] = {
|
||||
float4(1.0f, 1.0f, 1.0f, 1.0f), // regular
|
||||
float4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
|
||||
float4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
|
||||
float4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
|
||||
float4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
|
||||
float4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
|
||||
|
||||
float4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
|
||||
float4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
|
||||
float4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
|
||||
float4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
|
||||
float4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
|
||||
float4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
|
||||
|
||||
float4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
|
||||
float4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
|
||||
float4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
|
||||
float4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
|
||||
float4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
|
||||
float4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
|
||||
|
||||
float4(0.0f, 1.0f, 0.0f, 1.0f), // corner
|
||||
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 0
|
||||
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 1
|
||||
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 2
|
||||
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 3
|
||||
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 4
|
||||
|
||||
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
||||
|
||||
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
||||
|
||||
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
||||
float4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
|
||||
};
|
||||
|
||||
int patchType = 0;
|
||||
|
||||
int edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
|
||||
if (edgeCount == 1) {
|
||||
patchType = 2; // BOUNDARY
|
||||
}
|
||||
if (edgeCount == 2) {
|
||||
patchType = 3; // CORNER
|
||||
}
|
||||
|
||||
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
if (sharpness > 0) {
|
||||
patchType = 1;
|
||||
}
|
||||
#elif defined OSD_PATCH_GREGORY
|
||||
patchType = 4;
|
||||
#elif defined OSD_PATCH_GREGORY_BOUNDARY
|
||||
patchType = 5;
|
||||
#elif defined OSD_PATCH_GREGORY_BASIS
|
||||
patchType = 6;
|
||||
#endif
|
||||
|
||||
int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
|
||||
|
||||
return patchColors[6*patchType + pattern];
|
||||
}
|
||||
|
||||
void
|
||||
ps_main(in OutputVertex input,
|
||||
uint primitiveID : SV_PrimitiveID,
|
||||
out float4 outColor : SV_Target )
|
||||
{
|
||||
// ------------ normal ---------------
|
||||
#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
|
||||
float3 normal = perturbNormalFromDisplacement(input.position.xyz,
|
||||
input.normal,
|
||||
input.patchCoord);
|
||||
#elif defined(NORMAL_BIQUADRATIC) || defined(NORMAL_BIQUADRATIC_WG)
|
||||
float4 du, dv;
|
||||
float4 disp = PtexMipmapLookupQuadratic(du, dv, input.patchCoord,
|
||||
mipmapBias,
|
||||
textureDisplace_Data,
|
||||
textureDisplace_Packing);
|
||||
|
||||
disp *= displacementScale;
|
||||
du *= displacementScale;
|
||||
dv *= displacementScale;
|
||||
|
||||
float3 n = normalize(cross(input.tangent, input.bitangent));
|
||||
float3 tangent = input.tangent + n * du.x;
|
||||
float3 bitangent = input.bitangent + n * dv.x;
|
||||
|
||||
#if defined(NORMAL_BIQUADRATIC_WG)
|
||||
tangent += input.Nu * disp.x;
|
||||
bitangent += input.Nv * disp.x;
|
||||
#endif
|
||||
|
||||
float3 normal = normalize(cross(tangent, bitangent));
|
||||
#else
|
||||
float3 normal = input.normal;
|
||||
#endif
|
||||
|
||||
// ------------ color ---------------
|
||||
#if defined(COLOR_PTEX_NEAREST)
|
||||
float4 texColor = PtexLookupNearest(input.patchCoord,
|
||||
textureImage_Data,
|
||||
textureImage_Packing);
|
||||
#elif defined(COLOR_PTEX_HW_BILINEAR)
|
||||
float4 texColor = PtexLookupFast(input.patchCoord,
|
||||
textureImage_Data,
|
||||
textureImage_Packing);
|
||||
#elif defined(COLOR_PTEX_BILINEAR)
|
||||
float4 texColor = PtexMipmapLookup(input.patchCoord, mipmapBias,
|
||||
textureImage_Data,
|
||||
textureImage_Packing);
|
||||
#elif defined(COLOR_PTEX_BIQUADRATIC)
|
||||
float4 texColor = PtexMipmapLookupQuadratic(input.patchCoord, mipmapBias,
|
||||
textureImage_Data,
|
||||
textureImage_Packing);
|
||||
#elif defined(COLOR_PATCHTYPE)
|
||||
float4 patchColor = getAdaptivePatchColor(
|
||||
OsdGetPatchParam(OsdGetPatchIndex(primitiveID)), 0);
|
||||
float4 texColor = edgeColor(lighting(patchColor, input.position.xyz, normal, 0),
|
||||
input.edgeDistance);
|
||||
outColor = texColor;
|
||||
return;
|
||||
#elif defined(COLOR_PATCHCOORD)
|
||||
float4 texColor = edgeColor(lighting(input.patchCoord, input.position.xyz, normal, 0),
|
||||
input.edgeDistance);
|
||||
outColor = texColor;
|
||||
return;
|
||||
#elif defined(COLOR_NORMAL)
|
||||
float4 texColor = edgeColor(float4(normal.x, normal.y, normal.z, 1),
|
||||
input.edgeDistance);
|
||||
outColor = texColor;
|
||||
return;
|
||||
#else // COLOR_NONE
|
||||
float4 texColor = float4(0.5, 0.5, 0.5, 1);
|
||||
#endif
|
||||
|
||||
// ------------ occlusion ---------------
|
||||
|
||||
#ifdef USE_PTEX_OCCLUSION
|
||||
float occ = PtexMipmapLookup(input.patchCoord, mipmapBias,
|
||||
textureOcclusion_Data,
|
||||
textureOcclusion_Packing).x;
|
||||
#else
|
||||
float occ = 0.0;
|
||||
#endif
|
||||
|
||||
// ------------ specular ---------------
|
||||
|
||||
#ifdef USE_PTEX_SPECULAR
|
||||
float specular = PtexMipmapLookup(input.patchCoord, mipmapBias,
|
||||
textureSpecular_Data,
|
||||
textureSpecular_Packing).x;
|
||||
#else
|
||||
float specular = 1.0;
|
||||
#endif
|
||||
|
||||
// ------------ lighting ---------------
|
||||
#ifdef USE_IBL
|
||||
// non-plausible BRDF
|
||||
float4 a = float4(0, 0, 0, 1); //ambientColor;
|
||||
float4 d = getEnvironmentHDR(diffuseEnvironmentMap, iblSampler, normal);
|
||||
|
||||
float3 eye = normalize(input.position.xyz - float3(0,0,0));
|
||||
float3 r = reflect(eye, normal);
|
||||
float4 s = getEnvironmentHDR(specularEnvironmentMap, iblSampler, r);
|
||||
|
||||
const float fresnelBias = 0.01;
|
||||
const float fresnelScale = 1.0;
|
||||
const float fresnelPower = 3.5;
|
||||
float F = fresnelBias + fresnelScale * pow(1.0+dot(normal,eye), fresnelPower);
|
||||
|
||||
// Geometric attenuation term (
|
||||
float NoV = dot(normal, -eye);
|
||||
float alpha = 0.75 * 0.75; // roughness ^ 2
|
||||
float k = alpha * 0.5;
|
||||
float G = NoV/(NoV*(1-k)+k);
|
||||
|
||||
a *= (1-occ);
|
||||
d *= (1-occ);
|
||||
s *= min(specular, (1-occ)) * (F*G);
|
||||
|
||||
float4 Cf = (a+d)*texColor*(1-F)/M_PI + s;
|
||||
//Cf = gamma(Cf, 2.2);
|
||||
|
||||
#else
|
||||
float4 Cf = lighting(texColor, input.position.xyz, normal, occ);
|
||||
#endif
|
||||
|
||||
// ------------ wireframe ---------------
|
||||
outColor = edgeColor(Cf, input.edgeDistance);
|
||||
}
|
||||
240
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/sky.cpp
vendored
Normal file
240
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/sky.cpp
vendored
Normal file
@@ -0,0 +1,240 @@
|
||||
//
|
||||
// Copyright 2013 Nvidia
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/license.
|
||||
//
|
||||
|
||||
|
||||
#include "./sky.h"
|
||||
|
||||
#include "../common/d3d11Utils.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
|
||||
static const char *g_skyShaderSource =
|
||||
#include "skyshader.gen.h"
|
||||
;
|
||||
|
||||
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
|
||||
|
||||
// shader constants
|
||||
__declspec(align(16)) struct CB_CONSTANTS {
|
||||
float ModelViewMatrix[16];
|
||||
};
|
||||
|
||||
|
||||
Sky::Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap) :
|
||||
numIndices(0),
|
||||
vertexShader(0),
|
||||
pixelShader(0),
|
||||
shaderConstants(0),
|
||||
texture(environmentMap), // we do not own this - we do not release it !
|
||||
textureSRV(0),
|
||||
textureSS(0),
|
||||
inputLayout(0),
|
||||
rasterizerState(0),
|
||||
depthStencilState(0),
|
||||
sphere(0),
|
||||
sphereIndices(0) {
|
||||
|
||||
initialize(device);
|
||||
}
|
||||
|
||||
Sky::~Sky() {
|
||||
SAFE_RELEASE(vertexShader);
|
||||
SAFE_RELEASE(pixelShader);
|
||||
SAFE_RELEASE(shaderConstants);
|
||||
SAFE_RELEASE(inputLayout);
|
||||
SAFE_RELEASE(rasterizerState);
|
||||
SAFE_RELEASE(depthStencilState);
|
||||
SAFE_RELEASE(textureSS);
|
||||
SAFE_RELEASE(textureSRV);
|
||||
SAFE_RELEASE(sphere);
|
||||
SAFE_RELEASE(sphereIndices);
|
||||
}
|
||||
|
||||
void
|
||||
Sky::initialize(ID3D11Device * device) {
|
||||
|
||||
// compile shaders
|
||||
ID3DBlob * pVSBlob = D3D11Utils::CompileShader(g_skyShaderSource, "vs_main", "vs_5_0"),
|
||||
* pPSBlob = D3D11Utils::CompileShader(g_skyShaderSource, "ps_main", "ps_5_0");
|
||||
assert(pVSBlob && pPSBlob);
|
||||
|
||||
device->CreateVertexShader(pVSBlob->GetBufferPointer(),
|
||||
pVSBlob->GetBufferSize(), NULL, &vertexShader);
|
||||
assert(vertexShader);
|
||||
|
||||
device->CreatePixelShader(pPSBlob->GetBufferPointer(),
|
||||
pPSBlob->GetBufferSize(), NULL, &pixelShader);
|
||||
assert(pixelShader);
|
||||
|
||||
// VBO layout
|
||||
D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc),
|
||||
pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &inputLayout);
|
||||
assert(inputLayout);
|
||||
|
||||
// shader constants
|
||||
D3D11_BUFFER_DESC cbDesc;
|
||||
ZeroMemory(&cbDesc, sizeof(cbDesc));
|
||||
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
cbDesc.ByteWidth = sizeof(CB_CONSTANTS);
|
||||
device->CreateBuffer(&cbDesc, NULL, &shaderConstants);
|
||||
assert(shaderConstants);
|
||||
|
||||
// texture SRV
|
||||
assert(texture);
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(texture, &srvDesc, &textureSRV);
|
||||
assert(textureSRV);
|
||||
|
||||
// texture sampler
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MaxAnisotropy = 0;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
samplerDesc.BorderColor[0] = samplerDesc.BorderColor[1] = samplerDesc.BorderColor[2] = samplerDesc.BorderColor[3] = 0.0f;
|
||||
device->CreateSamplerState(&samplerDesc, &textureSS);
|
||||
|
||||
// depth stencil state
|
||||
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
|
||||
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
|
||||
depthStencilDesc.DepthEnable = true;
|
||||
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
|
||||
depthStencilDesc.StencilEnable = false;
|
||||
device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState);
|
||||
|
||||
// rasterizer state
|
||||
D3D11_RASTERIZER_DESC rasDesc;
|
||||
rasDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasDesc.CullMode = D3D11_CULL_NONE;
|
||||
rasDesc.FrontCounterClockwise = FALSE;
|
||||
rasDesc.DepthBias = 0;
|
||||
rasDesc.DepthBiasClamp = 0;
|
||||
rasDesc.DepthClipEnable = FALSE;
|
||||
rasDesc.SlopeScaledDepthBias = 0.0f;
|
||||
rasDesc.ScissorEnable = FALSE;
|
||||
rasDesc.MultisampleEnable = FALSE;
|
||||
rasDesc.AntialiasedLineEnable = FALSE;
|
||||
device->CreateRasterizerState(&rasDesc, &rasterizerState);
|
||||
assert(rasterizerState);
|
||||
|
||||
const int U_DIV = 20,
|
||||
V_DIV = 20;
|
||||
|
||||
std::vector<float> vbo;
|
||||
std::vector<int> indices;
|
||||
for (int u = 0; u <= U_DIV; ++u) {
|
||||
for (int v = 0; v < V_DIV; ++v) {
|
||||
float s = float(2*M_PI*float(u)/U_DIV);
|
||||
float t = float(M_PI*float(v)/(V_DIV-1));
|
||||
vbo.push_back(-sinf(t)*sinf(s));
|
||||
vbo.push_back(cosf(t));
|
||||
vbo.push_back(-sinf(t)*cosf(s));
|
||||
vbo.push_back(u/float(U_DIV));
|
||||
vbo.push_back(v/float(V_DIV));
|
||||
|
||||
if (v > 0 && u > 0) {
|
||||
indices.push_back((u-1)*V_DIV+v-1);
|
||||
indices.push_back(u*V_DIV+v-1);
|
||||
indices.push_back((u-1)*V_DIV+v);
|
||||
indices.push_back((u-1)*V_DIV+v);
|
||||
indices.push_back(u*V_DIV+v-1);
|
||||
indices.push_back(u*V_DIV+v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA subData;
|
||||
|
||||
// topology indices
|
||||
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
|
||||
bufferDesc.ByteWidth = (int)indices.size() * sizeof(int);
|
||||
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = 0;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
bufferDesc.StructureByteStride = sizeof(int);
|
||||
|
||||
ZeroMemory(&subData, sizeof(subData));
|
||||
subData.pSysMem = &indices[0];
|
||||
subData.SysMemPitch = 0;
|
||||
subData.SysMemSlicePitch = 0;
|
||||
device->CreateBuffer(&bufferDesc, &subData, &sphereIndices);
|
||||
assert(sphereIndices);
|
||||
|
||||
// VBO
|
||||
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
|
||||
bufferDesc.ByteWidth = (int)vbo.size() * sizeof(float);
|
||||
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = 0;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
|
||||
ZeroMemory(&subData, sizeof(subData));
|
||||
subData.pSysMem = &vbo[0];
|
||||
device->CreateBuffer(&bufferDesc, &subData, &sphere);
|
||||
assert(sphere);
|
||||
|
||||
numIndices = (int)indices.size();
|
||||
}
|
||||
|
||||
void
|
||||
Sky::Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]) {
|
||||
|
||||
if (vertexShader==0 || pixelShader==0 || shaderConstants==0) return;
|
||||
|
||||
if (texture==0 || textureSRV==0 || textureSS==0) return;
|
||||
|
||||
if (sphere==0 || sphereIndices==0) return;
|
||||
|
||||
// update shader constants
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource;
|
||||
deviceContext->Map(shaderConstants, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
|
||||
CB_CONSTANTS* pData = (CB_CONSTANTS*)MappedResource.pData;
|
||||
|
||||
memcpy(pData->ModelViewMatrix, mvp, 16*sizeof(float));
|
||||
|
||||
deviceContext->Unmap(shaderConstants, 0);
|
||||
|
||||
// draw
|
||||
deviceContext->RSSetState(rasterizerState);
|
||||
deviceContext->OMSetDepthStencilState(depthStencilState, 1);
|
||||
|
||||
deviceContext->VSSetShader(vertexShader, NULL, 0);
|
||||
deviceContext->VSSetConstantBuffers(0, 1, &shaderConstants);
|
||||
|
||||
deviceContext->PSSetShader(pixelShader, NULL, 0);
|
||||
deviceContext->PSSetShaderResources(0, 1, &textureSRV);
|
||||
deviceContext->PSSetSamplers(0, 1, &textureSS);
|
||||
|
||||
UINT hStrides = 5*sizeof(float);
|
||||
UINT hOffsets = 0;
|
||||
deviceContext->IASetVertexBuffers(0, 1, &sphere, &hStrides, &hOffsets);
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
deviceContext->IASetInputLayout(inputLayout);
|
||||
|
||||
deviceContext->IASetIndexBuffer(sphereIndices, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
deviceContext->DrawIndexed(numIndices, 0, 0);
|
||||
}
|
||||
48
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/sky.h
vendored
Normal file
48
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/sky.h
vendored
Normal file
@@ -0,0 +1,48 @@
|
||||
//
|
||||
// Copyright 2013 Nvidia
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/license.
|
||||
//
|
||||
|
||||
#include <D3D11.h>
|
||||
#include <D3Dcompiler.h>
|
||||
|
||||
//
|
||||
// Draws an environment sphere centered on the camera w/ a texture
|
||||
//
|
||||
class Sky {
|
||||
|
||||
public:
|
||||
|
||||
// Constructor (Sky does not own the texture asset)
|
||||
Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap);
|
||||
|
||||
~Sky();
|
||||
|
||||
void Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]);
|
||||
|
||||
private:
|
||||
|
||||
void initialize(ID3D11Device * device);
|
||||
|
||||
private:
|
||||
|
||||
int numIndices;
|
||||
|
||||
ID3D11VertexShader * vertexShader;
|
||||
ID3D11PixelShader * pixelShader;
|
||||
ID3D11Buffer * shaderConstants;
|
||||
|
||||
ID3D11InputLayout * inputLayout;
|
||||
ID3D11RasterizerState * rasterizerState;
|
||||
ID3D11DepthStencilState * depthStencilState;
|
||||
|
||||
ID3D11Texture2D * texture;
|
||||
ID3D11ShaderResourceView * textureSRV;
|
||||
ID3D11SamplerState * textureSS;
|
||||
|
||||
ID3D11Buffer * sphere;
|
||||
ID3D11Buffer * sphereIndices;
|
||||
};
|
||||
|
||||
63
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/skyshader.hlsl
vendored
Normal file
63
blender-5.2.0/extern/opensubdiv-source/examples/dxPtexViewer/skyshader.hlsl
vendored
Normal file
@@ -0,0 +1,63 @@
|
||||
//
|
||||
// Copyright 2013 Nvidia
|
||||
//
|
||||
// Licensed under the terms set forth in the LICENSE.txt file available at
|
||||
// https://opensubdiv.org/license.
|
||||
//
|
||||
|
||||
struct VS_InputVertex {
|
||||
float3 position : POSITION0;
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VS_OutputVertex {
|
||||
float4 position : SV_POSITION0;
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
cbuffer Transform : register( b0 ) {
|
||||
float4x4 ModelViewMatrix;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// sky vertex shader
|
||||
//--------------------------------------------------------------
|
||||
|
||||
|
||||
void vs_main(in VS_InputVertex input,
|
||||
out VS_OutputVertex output) {
|
||||
|
||||
output.position = mul(ModelViewMatrix, float4(input.position,1));
|
||||
output.texCoord = input.texCoord;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// sky pixel shader
|
||||
//--------------------------------------------------------------
|
||||
|
||||
struct PS_InputVertex {
|
||||
float4 position : SV_POSITION0;
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
Texture2D tx : register(t0);
|
||||
|
||||
SamplerState sm : register(s0);
|
||||
|
||||
float4
|
||||
gamma(float4 value, float g) {
|
||||
return float4(pow(value.xyz, float3(g,g,g)), 1);
|
||||
}
|
||||
|
||||
|
||||
float4
|
||||
ps_main(in PS_InputVertex input) : SV_Target {
|
||||
|
||||
float4 tex = tx.Sample(sm, input.texCoord.xy);
|
||||
|
||||
//float4 outColor = gamma(tex,0.4545);
|
||||
float4 outColor = tex;
|
||||
|
||||
return outColor;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user