Add Chromium-only Blender WebEngine parity work
This commit is contained in:
476
blender-5.2.0/extern/opensubdiv-source/examples/dxViewer/shader.hlsl
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476
blender-5.2.0/extern/opensubdiv-source/examples/dxViewer/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 GregoryQuadOffsetBase;
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int PrimitiveIdBase;
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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 GregoryQuadOffsetBase;
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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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// 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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}
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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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#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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[maxvertexcount(6)]
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void gs_quad( lineadj OutputVertex input[4],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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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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triStream.Append(outputVertex(input[0], n0, primitiveID));
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triStream.Append(outputVertex(input[1], n0, primitiveID));
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triStream.Append(outputVertex(input[3], n0, primitiveID));
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triStream.RestartStrip();
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triStream.Append(outputVertex(input[3], n0, primitiveID));
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triStream.Append(outputVertex(input[1], n0, primitiveID));
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triStream.Append(outputVertex(input[2], n0, primitiveID));
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triStream.RestartStrip();
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_QUAD
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[maxvertexcount(6)]
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void gs_quad_wire( lineadj OutputVertex input[4],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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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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float2 edgeVerts[4];
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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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edgeVerts[3] = input[3].positionOut.xy / input[3].positionOut.w;
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triStream.Append(outputWireVertex(input[0], n0, 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts, primitiveID));
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triStream.RestartStrip();
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triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts, primitiveID));
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triStream.RestartStrip();
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}
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#endif
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#endif
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[maxvertexcount(3)]
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void gs_triangle( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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triStream.Append(outputVertex(input[0], n0, primitiveID));
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triStream.Append(outputVertex(input[1], n0, primitiveID));
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triStream.Append(outputVertex(input[2], n0, primitiveID));
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}
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[maxvertexcount(3)]
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void gs_triangle_smooth( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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triStream.Append(outputVertex(input[0], input[0].normal, primitiveID));
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triStream.Append(outputVertex(input[1], input[1].normal, primitiveID));
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triStream.Append(outputVertex(input[2], input[2].normal, primitiveID));
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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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[maxvertexcount(3)]
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void gs_triangle_wire( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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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], n0, 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts, primitiveID));
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}
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[maxvertexcount(3)]
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void gs_triangle_smooth_wire( triangle OutputVertex input[3],
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uint primitiveID : SV_PrimitiveID,
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inout TriangleStream<GS_OUT> triStream )
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{
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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], input[0].normal, 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], input[1].normal, 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], input[2].normal, 2, edgeVerts, primitiveID));
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}
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#endif
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#endif
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[maxvertexcount(1)]
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void gs_point( point OutputVertex input[1],
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inout PointStream<OutputPointVertex> pointStream )
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{
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OutputPointVertex v0;
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v0.positionOut = input[0].positionOut;
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pointStream.Append(v0);
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}
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// ---------------------------------------------------------------------------
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// Lighting
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// ---------------------------------------------------------------------------
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#define NUM_LIGHTS 2
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struct LightSource {
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float4 position;
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float4 ambient;
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float4 diffuse;
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float4 specular;
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};
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cbuffer Lighting : register( b2 ) {
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LightSource lightSource[NUM_LIGHTS];
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};
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cbuffer Material : register( b3 ){
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float4 materialColor;
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}
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float4
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lighting(float4 diffuse, float3 Peye, float3 Neye)
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{
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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//float4 material = float4(0.4, 0.4, 0.8, 1);
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//float4 material = float4(0.13, 0.13, 0.61, 1); // sRGB (gamma 2.2)
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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float4 Plight = lightSource[i].position;
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float3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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float3 n = normalize(Neye);
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float3 h = normalize(l + float3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient
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+ d * lightSource[i].diffuse * diffuse
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+ s * lightSource[i].specular;
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}
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color.a = 1.0;
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return color;
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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float4
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edgeColor(float4 Cfill, float4 edgeDistance)
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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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float d =
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min(edgeDistance[0], min(edgeDistance[1], edgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(edgeDistance[0], edgeDistance[1]),
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min(edgeDistance[2], edgeDistance[3]));
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#endif
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float v = 0.5;
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float4 Cedge = float4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = lerp(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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float4
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getAdaptivePatchColor(int3 patchParam, float2 vSegments)
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{
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const float4 patchColors[7*6] = {
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float4(1.0f, 1.0f, 1.0f, 1.0f), // regular
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float4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
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float4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
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float4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
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float4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
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float4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
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float4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
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float4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
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float4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
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float4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
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float4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
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float4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
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float4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
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float4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
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float4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
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float4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
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float4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
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float4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
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float4(0.0f, 1.0f, 0.0f, 1.0f), // corner
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
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float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 4
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
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};
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int patchType = 0;
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int edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
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if (edgeCount == 1) {
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patchType = 2; // BOUNDARY
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}
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if (edgeCount > 1) {
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patchType = 3; // CORNER (not correct for patches that are not isolated)
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}
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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if (vSegments.y > 0) {
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patchType = 1;
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}
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#elif defined OSD_PATCH_GREGORY
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patchType = 4;
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#elif defined OSD_PATCH_GREGORY_BOUNDARY
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patchType = 5;
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#elif defined OSD_PATCH_GREGORY_BASIS
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patchType = 6;
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#elif defined OSD_PATCH_GREGORY_TRIANGLE
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patchType = 6;
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#endif
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int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
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return patchColors[6*patchType + pattern];
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}
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float4
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getAdaptiveDepthColor(int3 patchParam)
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{
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// Represent depth with repeating cycle of four colors:
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const float4 depthColors[4] = {
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float4(0.0f, 0.5f, 0.5f, 1.0f),
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float4(1.0f, 1.0f, 1.0f, 1.0f),
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||||
float4(0.0f, 1.0f, 1.0f, 1.0f),
|
||||
float4(0.5f, 1.0f, 0.5f, 1.0f)
|
||||
};
|
||||
return depthColors[OsdGetPatchRefinementLevel(patchParam) & 3];
|
||||
}
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Pixel Shader
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void
|
||||
ps_main( in OutputVertex input,
|
||||
uint primitiveID : SV_PrimitiveID,
|
||||
bool isFrontFacing : SV_IsFrontFace,
|
||||
out float4 colorOut : SV_Target )
|
||||
{
|
||||
float2 vSegments = float2(0,0);
|
||||
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
|
||||
vSegments = input.vSegments;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(SHADING_PATCH_TYPE)
|
||||
float4 color = getAdaptivePatchColor(
|
||||
OsdGetPatchParam(OsdGetPatchIndex(primitiveID)), vSegments);
|
||||
#elif defined(SHADING_PATCH_DEPTH)
|
||||
float4 color = getAdaptiveDepthColor(
|
||||
OsdGetPatchParam(OsdGetPatchIndex(primitiveID)));
|
||||
#elif defined(SHADING_PATCH_COORD)
|
||||
float4 color = float4(input.patchCoord.x, input.patchCoord.y, 0, 1);
|
||||
#elif defined(SHADING_MATERIAL)
|
||||
float4 color = float4(0.4, 0.4, 0.8, 1.0);
|
||||
#else
|
||||
float4 color = float4(1, 1, 1, 1);
|
||||
#endif
|
||||
|
||||
float3 N = (isFrontFacing ? input.normal : -input.normal);
|
||||
float4 Cf = lighting(color, input.position.xyz, N);
|
||||
|
||||
#if defined(SHADING_NORMAL)
|
||||
Cf.rgb = N;
|
||||
#endif
|
||||
|
||||
colorOut = edgeColor(Cf, input.edgeDistance);
|
||||
}
|
||||
|
||||
void
|
||||
ps_main_point( in OutputPointVertex input,
|
||||
out float4 colorOut : SV_Target )
|
||||
{
|
||||
colorOut = float4(1, 1, 1, 1);
|
||||
}
|
||||
Reference in New Issue
Block a user