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// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and 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.
//
///////////////////////////////////////////////////////////////////////////////////
struct Light
{
int m_enable;
float3 m_dir;
int m_useShadows;
float3 m_color;
float3 m_ambientColor;
int m_isEnvLight;
int m_lhs;
int _reserved1;
int _reserved2;
int _reserved3;
float m_depthBias;
float m_depthGain;
int m_useEnvMap;
float m_intensity;
row_major float4x4 m_viewMatrix;
row_major float4x4 m_lightMatrix;
};
float2 GetLightTexCoord(float3 Ldir, bool zup = true)
{
const float M_PI = 3.1415923;
float coord0 = zup ? Ldir.x : Ldir.x;
float coord1 = zup ? Ldir.y : Ldir.z;
float coord2 = zup ? Ldir.z : Ldir.y;
float u = 0.5f + 0.5f * atan2(coord1, coord0) / M_PI;
float v = 0.5f - 0.5f * coord2;
return float2(u,v);
}
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