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+//----------------------------------------------------------------------------------
+// File: FaceWorks/samples/sample_d3d11/shaders/thickness_ps.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 "GFSDK_FaceWorks.hlsli"
+
+cbuffer cbShader : CB_SHADER
+{
+ GFSDK_FaceWorks_CBData g_faceworksData;
+}
+
+void main(
+ in Vertex i_vtx,
+ in float3 i_vecCamera : CAMERA,
+ in float4 i_uvzwShadow : UVZW_SHADOW,
+ out float4 o_rgba : SV_Target)
+{
+ float3 normalGeom = normalize(i_vtx.m_normal);
+ float3 uvzShadow = i_uvzwShadow.xyz / i_uvzwShadow.w;
+
+ // Apply normal offset to avoid silhouette edge artifacts
+ // !!!UNDONE: move this to vertex shader
+ float3 normalShadow = mul(normalGeom, g_matWorldToUvzShadowNormal);
+ uvzShadow += normalShadow * g_deepScatterNormalOffset;
+
+ float thickness = GFSDK_FaceWorks_EstimateThicknessFromParallelShadowPoisson32(
+ g_faceworksData,
+ g_texShadowMap, g_ssBilinearClamp, uvzShadow);
+
+ o_rgba = float4(thickness.xxx * 0.05, 1.0);
+}