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+//----------------------------------------------------------------------------------
+// File: FaceWorks/samples/sample_d3d11/shaders/common.hlsli
+// SDK Version: v1.0
+// Site: http://developer.nvidia.com/
+//
+// Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above copyright
+// notice, this list of conditions and the following disclaimer in the
+// documentation and/or other materials provided with the distribution.
+// * Neither the name of NVIDIA CORPORATION nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
+// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+//----------------------------------------------------------------------------------
+
+#ifndef COMMON_HLSLI
+#define COMMON_HLSLI
+
+#pragma pack_matrix(row_major)
+
+#include "resources.h"
+
+struct Vertex
+{
+ float3 m_pos : POSITION;
+ float3 m_normal : NORMAL;
+ float2 m_uv : UV;
+ float3 m_tangent : TANGENT;
+ float m_curvature : CURVATURE;
+};
+
+cbuffer cbDebug : CB_DEBUG // matches struct CbufDebug in util.h
+{
+ float g_debug; // Mapped to spacebar - 0 if up, 1 if down
+ float g_debugSlider0; // Mapped to debug slider in UI
+ float g_debugSlider1; // ...
+ float g_debugSlider2; // ...
+ float g_debugSlider3; // ...
+}
+
+cbuffer cbFrame : CB_FRAME // matches struct CbufFrame in util.h
+{
+ float4x4 g_matWorldToClip;
+ float3 g_posCamera;
+
+ float3 g_vecDirectionalLight;
+ float3 g_rgbDirectionalLight;
+
+ float4x4 g_matWorldToUvzwShadow;
+ float3x3 g_matWorldToUvzShadowNormal; // Matrix for transforming normals to shadow map space
+ float dummy; // Padding
+
+ float g_vsmMinVariance; // Minimum variance for variance shadow maps
+ float g_shadowSharpening;
+ float g_tessScale; // Scale of adaptive tessellation
+
+ float g_deepScatterIntensity; // Multiplier on whole deep scattering result
+ float g_deepScatterNormalOffset; // Normal offset for shadow lookup to calculate thickness
+
+ float g_exposure; // Exposure multiplier
+}
+
+TextureCube<float3> g_texCubeDiffuse : TEX_CUBE_DIFFUSE;
+TextureCube<float3> g_texCubeSpec : TEX_CUBE_SPEC;
+Texture2D<float> g_texShadowMap : TEX_SHADOW_MAP;
+Texture2D<float2> g_texVSM : TEX_VSM;
+Texture2D g_texCurvatureLUT : TEX_CURVATURE_LUT;
+Texture2D g_texShadowLUT : TEX_SHADOW_LUT;
+
+SamplerState g_ssPointClamp : SAMP_POINT_CLAMP;
+SamplerState g_ssBilinearClamp : SAMP_BILINEAR_CLAMP;
+SamplerState g_ssTrilinearRepeat : SAMP_TRILINEAR_REPEAT;
+SamplerState g_ssTrilinearRepeatAniso : SAMP_TRILINEAR_REPEAT_ANISO;
+SamplerComparisonState g_scsPCF : SAMP_PCF;
+
+float square(float x) { return x*x; }
+
+#endif // COMMON_HLSLI