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//----------------------------------------------------------------------------------
// File: FaceWorks/samples/sample_d3d11/shaders/thickness_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 "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);
}
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