//---------------------------------------------------------------------------------- // File: FaceWorks/samples/sample_d3d11/shaders/common.hlsli // SDK Version: v1.0 // Email: gameworks@nvidia.com // 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 g_texCubeDiffuse : TEX_CUBE_DIFFUSE; TextureCube g_texCubeSpec : TEX_CUBE_SPEC; Texture2D g_texShadowMap : TEX_SHADOW_MAP; Texture2D 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