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+//----------------------------------------------------------------------------------
+// File: FaceWorks/samples/sample_d3d11/shaders/tess_ds.hlsl
+// 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.
+//
+//----------------------------------------------------------------------------------
+
+#include "common.hlsli"
+#include "tess.hlsli"
+
+[domain("tri")]
+void main(
+ in OutputPatch<Vertex, 3> i_cps,
+ in PatchConstData i_pcd,
+ in float3 i_bary : SV_DomainLocation,
+ out Vertex o_vtx,
+ out float3 o_vecCamera : CAMERA,
+ out float4 o_uvzwShadow : UVZW_SHADOW,
+ out float4 o_posClip : SV_Position)
+{
+ // Lerp all attributes but position
+ o_vtx.m_normal = i_bary.x * i_cps[0].m_normal + i_bary.y * i_cps[1].m_normal + i_bary.z * i_cps[2].m_normal;
+ o_vtx.m_uv = i_bary.x * i_cps[0].m_uv + i_bary.y * i_cps[1].m_uv + i_bary.z * i_cps[2].m_uv;
+ o_vtx.m_tangent = i_bary.x * i_cps[0].m_tangent + i_bary.y * i_cps[1].m_tangent + i_bary.z * i_cps[2].m_tangent;
+ o_vtx.m_curvature = i_bary.x * i_cps[0].m_curvature + i_bary.y * i_cps[1].m_curvature + i_bary.z * i_cps[2].m_curvature;
+
+ // Calculate output position using Phong tessellation
+ // (http://perso.telecom-paristech.fr/~boubek/papers/PhongTessellation/)
+
+ // Compute lerped position
+ float3 posVtx = i_bary.x * i_cps[0].m_pos + i_bary.y * i_cps[1].m_pos + i_bary.z * i_cps[2].m_pos;
+
+ // Calculate deltas to project onto three tangent planes
+ float3 vecProj0 = dot(i_cps[0].m_pos - posVtx, i_cps[0].m_normal) * i_cps[0].m_normal;
+ float3 vecProj1 = dot(i_cps[1].m_pos - posVtx, i_cps[1].m_normal) * i_cps[1].m_normal;
+ float3 vecProj2 = dot(i_cps[2].m_pos - posVtx, i_cps[2].m_normal) * i_cps[2].m_normal;
+
+ // Lerp between projection vectors
+ float3 vecOffset = i_bary.x * vecProj0 + i_bary.y * vecProj1 + i_bary.z * vecProj2;
+
+ // Add a fraction of the offset vector to the lerped position
+ posVtx += 0.5 * vecOffset;
+
+ o_vtx.m_pos = posVtx;
+ o_vecCamera = g_posCamera - posVtx;
+ o_uvzwShadow = mul(float4(posVtx, 1.0), g_matWorldToUvzwShadow);
+ o_posClip = mul(float4(posVtx, 1.0), g_matWorldToClip);
+}