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-rwxr-xr-x[-rw-r--r--]samples/resources/shaders/physx_primitive_plane.hlsl126
1 files changed, 63 insertions, 63 deletions
diff --git a/samples/resources/shaders/physx_primitive_plane.hlsl b/samples/resources/shaders/physx_primitive_plane.hlsl
index 3b2ec5d..a567867 100644..100755
--- a/samples/resources/shaders/physx_primitive_plane.hlsl
+++ b/samples/resources/shaders/physx_primitive_plane.hlsl
@@ -1,64 +1,64 @@
-#include "common_buffers.hlsl"
-#include "lighting.hlsl"
-
-struct VS_INPUT
-{
- float3 position : POSITION0;
- float3 normal : NORMAL0;
- float2 uv : TEXCOORD0;
-};
-
-struct VS_OUTPUT
-{
- float4 position : SV_POSITION;
- float4 worldPos : POSITION0;
- float2 uv : TEXCOORD0;
- float3 normal : NORMAL0;
-};
-
-float filterwidth(float2 v)
-{
- float2 fw = max(abs(ddx(v)), abs(ddy(v)));
- return max(fw.x, fw.y);
-}
-
-float2 bump(float2 x)
-{
- return (floor(x/2) + 2.f * max((x/2) - floor(x/2) - .5f, 0.f));
-}
-
-float checker(float2 uv)
-{
- float width = filterwidth(uv);
- float2 p0 = uv - 0.5 * width;
- float2 p1 = uv + 0.5 * width;
-
- float2 i = (bump(p1) - bump(p0)) / width;
- return i.x * i.y + (1 - i.x) * (1 - i.y);
-}
-
-VS_OUTPUT VS(VS_INPUT iV)
-{
- VS_OUTPUT oV;
-
- float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
- oV.position = mul(worldSpacePos, viewProjection);
-
- oV.uv = iV.uv;
-
- oV.worldPos = worldSpacePos;
-
- // normals
- float3 worldNormal = mul(iV.normal, (float3x3)model);
- oV.normal = worldNormal;
-
- return oV;
-}
-
-float4 PS(VS_OUTPUT iV) : SV_Target0
-{
- float4 color = defaultColor;
- color *= 1.0 - 0.25 * checker(iV.uv);
- float3 lightColor = CalcPixelLight(color.xyz, iV.worldPos.xyz, iV.normal);
- return float4(lightColor, 1);
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+ float2 uv : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+};
+
+float filterwidth(float2 v)
+{
+ float2 fw = max(abs(ddx(v)), abs(ddy(v)));
+ return max(fw.x, fw.y);
+}
+
+float2 bump(float2 x)
+{
+ return (floor(x/2) + 2.f * max((x/2) - floor(x/2) - .5f, 0.f));
+}
+
+float checker(float2 uv)
+{
+ float width = filterwidth(uv);
+ float2 p0 = uv - 0.5 * width;
+ float2 p1 = uv + 0.5 * width;
+
+ float2 i = (bump(p1) - bump(p0)) / width;
+ return i.x * i.y + (1 - i.x) * (1 - i.y);
+}
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ oV.position = mul(worldSpacePos, viewProjection);
+
+ oV.uv = iV.uv;
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 worldNormal = mul(iV.normal, (float3x3)model);
+ oV.normal = worldNormal;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 color = defaultColor;
+ color *= 1.0 - 0.25 * checker(iV.uv);
+ float3 lightColor = CalcPixelLight(color.xyz, iV.worldPos.xyz, iV.normal);
+ return float4(lightColor, 1);
} \ No newline at end of file