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/*
#permutation FETCH_GBUFFER_NORMAL 0 1 2
*/
/*
* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#include "ReconstructNormal_Common.hlsl"
//----------------------------------------------------------------------------------
float3 FetchFullResViewNormal(PostProc_VSOut IN, float3 ViewPosition)
{
#if FETCH_GBUFFER_NORMAL
return FetchFullResViewNormal_GBuffer(IN);
#else
return ReconstructNormal(IN.uv, ViewPosition);
#endif
}
//----------------------------------------------------------------------------------
float4 DebugNormals_PS(PostProc_VSOut IN) : SV_TARGET
{
SubtractViewportOrigin(IN);
float3 ViewPosition = FetchFullResViewPos(IN.uv);
float3 ViewNormal = -FetchFullResViewNormal(IN, ViewPosition);
float3 OutColor =
(g_iDebugNormalComponent == 0) ? ViewNormal.xxx :
(g_iDebugNormalComponent == 1) ? ViewNormal.yyy :
(g_iDebugNormalComponent == 2) ? ViewNormal.zzz :
ViewNormal;
return float4(OutColor, 0);
}
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