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//----------------------------------------------------------------------------------
// File: FaceWorks/samples/sample_d3d11/shaders/hair_ps.hlsl
// 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.
//
//----------------------------------------------------------------------------------
#include "common.hlsli"
#include "lighting.hlsli"
cbuffer cbShader : CB_SHADER
{
float g_specReflectance;
float g_gloss;
}
Texture2D<float4> g_texDiffuse : TEX_DIFFUSE0;
void main(
in Vertex i_vtx,
in float3 i_vecCamera : CAMERA,
in float4 i_uvzwShadow : UVZW_SHADOW,
in bool front : SV_IsFrontFace,
out float4 o_rgbaLit : SV_Target)
{
float2 uv = i_vtx.m_uv;
// Sample textures
float4 rgbaDiffuse = g_texDiffuse.Sample(g_ssTrilinearRepeatAniso, uv);
// Perform lighting
if (!front)
i_vtx.m_normal = -i_vtx.m_normal;
LightingMegashader(
i_vtx,
i_vecCamera,
i_uvzwShadow,
rgbaDiffuse.rgb,
0.0.xxx,
0.0.xxx,
g_specReflectance,
g_gloss,
0.0.xxx,
(GFSDK_FaceWorks_CBData)0,
o_rgbaLit.rgb,
false, // useNormalMap
false, // useSSS
false); // useDeepScatter
// Write texture alpha for transparency
o_rgbaLit.a = rgbaDiffuse.a;
}
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