//---------------------------------------------------------------------------------- // File: FaceWorks/samples/sample_d3d11/shaders/tess_ds.hlsl // 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. // //---------------------------------------------------------------------------------- #include "common.hlsli" #include "tess.hlsli" [domain("tri")] void main( in OutputPatch 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); }