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//----------------------------------------------------------------------------------
// File: FaceWorks/samples/sample_d3d11/shaders/common.hlsli
// SDK Version: v1.0
// Email: [email protected]
// 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
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