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| author | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
|---|---|---|
| committer | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
| commit | 688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch) | |
| tree | 7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/shaders | |
| parent | Update README.md (diff) | |
| download | flex-1.2.0.beta.1.tar.xz flex-1.2.0.beta.1.zip | |
1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d11/shaders')
39 files changed, 0 insertions, 13017 deletions
diff --git a/demo/d3d11/shaders/blurDepthPS.hlsl b/demo/d3d11/shaders/blurDepthPS.hlsl deleted file mode 100644 index a2eee0a..0000000 --- a/demo/d3d11/shaders/blurDepthPS.hlsl +++ /dev/null @@ -1,91 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - FluidShaderConst gParams; -}; - -Texture2D<float> depthTex : register(t0); - -float sqr(float x) { return x*x; } - -float4 blurDepthPS(PassthroughVertexOut input) : SV_TARGET -{ - float4 gl_FragColor = float4(0.0, 0.0, 0.0, 0.0); - float4 gl_FragCoord = input.position; - - // debug: return the center depth sample - //float d = depthTex.Load(int3(gl_FragCoord.xy, 0)).x; - //return d; - - const float blurRadiusWorld = gParams.blurRadiusWorld; - const float blurScale = gParams.blurScale; - const float blurFalloff = gParams.blurFalloff; - - // eye-space depth of center sample - float depth = depthTex.Load(int3(gl_FragCoord.xy, 0)).x; - float thickness = 0.0f; //texture2D(thicknessTex, gl_TexCoord[0].xy).x; - - /* - // threshold on thickness to create nice smooth silhouettes - if (depth == 0.0) - { - gl_FragColor.x = 0.0; - return gl_FragColor; - } - */ - - float blurDepthFalloff = 5.5; - float maxBlurRadius = 5.0; - - //discontinuities between different tap counts are visible. to avoid this we - //use fractional contributions between #taps = ceil(radius) and floor(radius) - float radius = min(maxBlurRadius, blurScale * (blurRadiusWorld / -depth)); - float radiusInv = 1.0 / radius; - float taps = ceil(radius); - float frac = taps - radius; - - float sum = 0.0; - float wsum = 0.0; - float count = 0.0; - - for (float y = -taps; y <= taps; y += 1.0) - { - for (float x = -taps; x <= taps; x += 1.0) - { - float2 offset = float2(x, y); - - //float sample = texture2DRect(depthTex, gl_FragCoord.xy + offset).x; - float sample = depthTex.Load(int3(gl_FragCoord.xy + offset, 0)).x; - - //if (sample < -10000.0 * 0.5) - //continue; - - // spatial domain - float r1 = length(float2(x, y))*radiusInv; - float w = exp(-(r1*r1)); - - // range domain (based on depth difference) - float r2 = (sample - depth) * blurDepthFalloff; - float g = exp(-(r2*r2)); - - //fractional radius contributions - float wBoundary = step(radius, max(abs(x), abs(y))); - float wFrac = 1.0 - wBoundary*frac; - - sum += sample * w * g * wFrac; - wsum += w * g * wFrac; - count += g * wFrac; - } - } - - if (wsum > 0.0) - { - sum /= wsum; - } - - float blend = count / sqr(2.0 * radius + 1.0); - gl_FragColor.x = lerp(depth, sum, blend); - - return gl_FragColor; -} diff --git a/demo/d3d11/shaders/blurDepthPS.hlsl.h b/demo/d3d11/shaders/blurDepthPS.hlsl.h deleted file mode 100644 index ff191f8..0000000 --- a/demo/d3d11/shaders/blurDepthPS.hlsl.h +++ /dev/null @@ -1,664 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct FluidShaderConst -// { -// -// float4x4 modelviewprojection; // Offset: 0 -// float4x4 modelview; // Offset: 64 -// float4x4 projection; // Offset: 128 -// float4x4 modelview_inverse; // Offset: 192 -// float4x4 projection_inverse; // Offset: 256 -// float4 invTexScale; // Offset: 320 -// float3 invViewport; // Offset: 336 -// float _pad0; // Offset: 348 -// float blurRadiusWorld; // Offset: 352 -// float blurScale; // Offset: 356 -// float blurFalloff; // Offset: 360 -// int debug; // Offset: 364 -// float3 lightPos; // Offset: 368 -// float _pad1; // Offset: 380 -// float3 lightDir; // Offset: 384 -// float _pad2; // Offset: 396 -// float4x4 lightTransform; // Offset: 400 -// float4 color; // Offset: 464 -// float4 clipPosToEye; // Offset: 480 -// float spotMin; // Offset: 496 -// float spotMax; // Offset: 500 -// float ior; // Offset: 504 -// float _pad3; // Offset: 508 -// float4 shadowTaps[12]; // Offset: 512 -// -// } gParams; // Offset: 0 Size: 704 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// depthTex texture float 2d 0 1 -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xy -// TEXCOORD 0 xy 1 NONE float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[23], immediateIndexed -dcl_resource_texture2d (float,float,float,float) t0 -dcl_input_ps_siv linear noperspective v0.xy, position -dcl_output o0.xyzw -dcl_temps 5 -ftoi r0.xy, v0.xyxx -mov r0.zw, l(0,0,0,0) -ld_indexable(texture2d)(float,float,float,float) r0.x, r0.xyzw, t0.xyzw -div r0.y, cb0[22].x, -r0.x -mul r0.y, r0.y, cb0[22].y -min r0.y, r0.y, l(5.000000) -div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y -round_pi r0.w, r0.y -add r1.x, -r0.y, r0.w -mov r2.zw, l(0,0,0,0) -mov r1.yzw, l(0,0,0,0) -mov r3.y, -r0.w -loop - lt r3.z, r0.w, r3.y - breakc_nz r3.z - mov r4.xyz, r1.yzwy - mov r4.w, -r0.w - loop - lt r3.z, r0.w, r4.w - breakc_nz r3.z - mov r3.x, r4.w - add r3.zw, r3.xxxy, v0.xxxy - ftoi r2.xy, r3.zwzz - ld_indexable(texture2d)(float,float,float,float) r2.x, r2.xyzw, t0.xyzw - dp2 r2.y, r3.xyxx, r3.xyxx - sqrt r2.y, r2.y - mul r2.y, r0.z, r2.y - mul r2.y, r2.y, r2.y - mul r2.y, r2.y, l(-1.442695) - exp r2.y, r2.y - add r3.x, -r0.x, r2.x - mul r3.x, r3.x, l(5.500000) - mul r3.x, r3.x, r3.x - mul r3.x, r3.x, l(-1.442695) - exp r3.x, r3.x - max r3.z, |r3.y|, |r4.w| - ge r3.z, r3.z, r0.y - and r3.z, r3.z, l(0x3f800000) - mad r3.z, -r3.z, r1.x, l(1.000000) - mul r2.x, r2.y, r2.x - mul r2.x, r3.x, r2.x - mad r4.x, r2.x, r3.z, r4.x - mul r2.x, r2.y, r3.x - mad r4.y, r2.x, r3.z, r4.y - mad r4.z, r3.x, r3.z, r4.z - add r4.w, r4.w, l(1.000000) - endloop - mov r1.yzw, r4.xxyz - add r3.y, r3.y, l(1.000000) -endloop -lt r0.z, l(0.000000), r1.z -div r0.w, r1.y, r1.z -movc r0.z, r0.z, r0.w, r1.y -mad r0.y, r0.y, l(2.000000), l(1.000000) -mul r0.y, r0.y, r0.y -div r0.y, r1.w, r0.y -add r0.z, -r0.x, r0.z -mad o0.x, r0.y, r0.z, r0.x -mov o0.yzw, l(0,0,0,0) -ret -// Approximately 60 instruction slots used -#endif - -const BYTE g_blurDepthPS[] = -{ - 68, 88, 66, 67, 244, 233, - 190, 43, 161, 207, 241, 98, - 173, 248, 128, 15, 40, 190, - 66, 70, 1, 0, 0, 0, - 76, 12, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 156, 4, 0, 0, 244, 4, - 0, 0, 40, 5, 0, 0, - 176, 11, 0, 0, 82, 68, - 69, 70, 96, 4, 0, 0, - 1, 0, 0, 0, 144, 0, - 0, 0, 2, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 44, 4, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 124, 0, 0, 0, 2, 0, - 0, 0, 5, 0, 0, 0, - 4, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 133, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 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0, - 0, 0, 0, 0, 26, 0, - 16, 0, 1, 0, 0, 0, - 50, 0, 0, 9, 34, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 0, 64, 1, 64, - 0, 0, 0, 0, 128, 63, - 56, 0, 0, 7, 34, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 26, 0, 16, 0, - 0, 0, 0, 0, 14, 0, - 0, 7, 34, 0, 16, 0, - 0, 0, 0, 0, 58, 0, - 16, 0, 1, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 0, 0, 0, 8, - 66, 0, 16, 0, 0, 0, - 0, 0, 10, 0, 16, 128, - 65, 0, 0, 0, 0, 0, - 0, 0, 42, 0, 16, 0, - 0, 0, 0, 0, 50, 0, - 0, 9, 18, 32, 16, 0, - 0, 0, 0, 0, 26, 0, - 16, 0, 0, 0, 0, 0, - 42, 0, 16, 0, 0, 0, - 0, 0, 10, 0, 16, 0, - 0, 0, 0, 0, 54, 0, - 0, 8, 226, 32, 16, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 62, 0, 0, 1, 83, 84, - 65, 84, 148, 0, 0, 0, - 60, 0, 0, 0, 5, 0, - 0, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 38, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 2, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 9, 0, - 0, 0, 1, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/compositePS.hlsl b/demo/d3d11/shaders/compositePS.hlsl deleted file mode 100644 index b082aa6..0000000 --- a/demo/d3d11/shaders/compositePS.hlsl +++ /dev/null @@ -1,194 +0,0 @@ -#include "shaderCommon.h" - -#define ENABLE_SIMPLE_FLUID 1 - -cbuffer constBuf : register(b0) -{ - FluidShaderConst gParams; -}; - -Texture2D<float> depthTex : register(t0); -Texture2D<float3> sceneTex : register(t1); -Texture2D<float> shadowTex : register(t2); // shadow map - -SamplerState texSampler : register(s0); -SamplerComparisonState shadowSampler : register(s1); // texture sample used to sample depth from shadow texture in this sample - -// sample shadow map -float shadowSample(float3 worldPos, out float attenuation) -{ -#if 0 - attenuation = 0.0f; - return 0.5; -#else - - float4 pos = mul(gParams.lightTransform, float4(worldPos + gParams.lightDir*0.15, 1.0)); - pos /= pos.w; - float3 uvw = (pos.xyz * float3(0.5, 0.5, 1.0)) + float3(0.5, 0.5, 0.0); - - attenuation = 1.0;//max(smoothstep(spotMax, spotMin, dot(pos.xy, pos.xy)), 0.05); - - // user clip - if (uvw.x < 0.0 || uvw.x > 1.0) - return 1.0; - if (uvw.y < 0.0 || uvw.y > 1.0) - return 1.0; - - float s = 0.0; - float radius = 0.002; - - uvw.y = 1.0f - uvw.y; - - [unroll] - for (int i = 0; i < 8; i++) - { - float2 shadowTaps = gParams.shadowTaps[i].xy; - shadowTaps.y = 1.0f - shadowTaps.y; - s += shadowTex.SampleCmpLevelZero(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z); - - //s += shadow2D(shadowTex, vec3(uvw.xy + shadowTaps[i] * radius, uvw.z)).r; - } - - s /= 8.0; - return s; -#endif -} - -float3 viewportToEyeSpace(float2 coord, float eyeZ) -{ - float2 clipPosToEye = gParams.clipPosToEye.xy; - - // find position at z=1 plane - //float2 uv = (coord * 2.0 - float2(1.0, 1.0)) * clipPosToEye; - float2 uv = float2(coord.x*2.0f-1.0f, (1.0f-coord.y)*2.0f - 1.0f)*clipPosToEye; - - return float3(-uv * eyeZ, eyeZ); -} - -float3 srgbToLinear(float3 c) { const float v = 2.2; return pow(c, float3(v, v, v)); } -float3 linearToSrgb(float3 c) { const float v = 1.0 / 2.2; return pow(c, float3(v, v, v)); } - -float sqr(float x) { return x*x; } -float cube(float x) { return x*x*x; } - -float4 compositePS(PassthroughVertexOut input - , out float gl_FragDepth : SV_DEPTH -) : SV_TARGET -{ - - float4 gl_FragColor; - - const float4x4 gl_ProjectionMatrix = gParams.projection; - const float4x4 gl_ModelViewMatrix = gParams.modelview; - const float4x4 gl_ModelViewMatrixInverse = gParams.modelview_inverse; - - const float2 invTexScale = gParams.invTexScale.xy; - - const float3 lightDir = gParams.lightDir; - const float3 lightPos = gParams.lightPos; - const float spotMin = gParams.spotMin; - const float spotMax = gParams.spotMax; - const float ior = gParams.ior; - const float4 color = gParams.color; - - // flip uv y-coordinate - float2 uvCoord = float2(input.texCoord[0].x, 1.0f-input.texCoord[0].y); - - float eyeZ = depthTex.Sample(texSampler, uvCoord).x; - - if (eyeZ == 0.0) - discard; - - // reconstruct eye space pos from depth - float3 eyePos = viewportToEyeSpace(uvCoord, eyeZ); - - - // finite difference approx for normals, can't take dFdx because - // the one-sided difference is incorrect at shape boundaries - float3 zl = eyePos - viewportToEyeSpace(uvCoord - float2(invTexScale.x, 0.0), depthTex.Sample(texSampler, uvCoord - float2(invTexScale.x, 0.0)).x); - float3 zr = viewportToEyeSpace(uvCoord + float2(invTexScale.x, 0.0), depthTex.Sample(texSampler, uvCoord + float2(invTexScale.x, 0.0)).x) - eyePos; - float3 zt = viewportToEyeSpace(uvCoord + float2(0.0, invTexScale.y), depthTex.Sample(texSampler, uvCoord + float2(0.0, invTexScale.y)).x) - eyePos; - float3 zb = eyePos - viewportToEyeSpace(uvCoord - float2(0.0, invTexScale.y), depthTex.Sample(texSampler, uvCoord - float2(0.0, invTexScale.y)).x); - - float3 dx = zl; - float3 dy = zt; - - if (abs(zr.z) < abs(zl.z)) - dx = zr; - - if (abs(zb.z) < abs(zt.z)) - dy = zb; - - - //float3 dx = ddx(eyePos.xyz); - //float3 dy = -ddy(eyePos.xyz); - - float4 worldPos = mul(gl_ModelViewMatrixInverse, float4(eyePos, 1.0)); - - float attenuation; - float shadow = shadowSample(worldPos.xyz, attenuation); - - float3 l = mul(gl_ModelViewMatrix, float4(lightDir, 0.0)).xyz; - float3 v = -normalize(eyePos); - - float3 n = -normalize(cross(dx, dy)); // sign difference from texcoord coordinate difference between OpenGL - float3 h = normalize(v + l); - - float3 skyColor = float3(0.1, 0.2, 0.4)*1.2; - float3 groundColor = float3(0.1, 0.1, 0.2); - - float fresnel = 0.1 + (1.0 - 0.1)*cube(1.0 - max(dot(n, v), 0.0)); - - float3 lVec = normalize(worldPos.xyz - lightPos); - - float ln = dot(l, n)*attenuation; - - float3 rEye = reflect(-v, n).xyz; - float3 rWorld = mul(gl_ModelViewMatrixInverse, float4(rEye, 0.0)).xyz; - - float2 texScale = float2(0.75, 1.0); // to account for backbuffer aspect ratio (todo: pass in) - - float refractScale = ior*0.025; - float reflectScale = ior*0.1; - - // attenuate refraction near ground (hack) - refractScale *= smoothstep(0.1, 0.4, worldPos.y); - - float2 refractCoord = uvCoord + n.xy*refractScale*texScale; - - // read thickness from refracted coordinate otherwise we get halos around objectsw - float thickness = 0.8f;//max(texture2D(thicknessTex, refractCoord).x, 0.3); - - //vec3 transmission = exp(-(vec3(1.0)-color.xyz)*thickness); - float3 transmission = (1.0 - (1.0 - color.xyz)*thickness*0.8)*color.w; - float3 refract = sceneTex.Sample(texSampler, refractCoord).xyz*transmission; - - float2 sceneReflectCoord = uvCoord - rEye.xy*texScale*reflectScale / eyePos.z; - float3 sceneReflect = sceneTex.Sample(texSampler, sceneReflectCoord).xyz*shadow; - //vec3 planarReflect = texture2D(reflectTex, gl_TexCoord[0].xy).xyz; - float3 planarReflect = float3(0.0, 0.0, 0.0); - - // fade out planar reflections above the ground - //float3 reflect = lerp(planarReflect, sceneReflect, smoothstep(0.05, 0.3, worldPos.y)) + lerp(groundColor, skyColor, smoothstep(0.15, 0.25, rWorld.y)*shadow); - float3 reflect = sceneReflect + lerp(groundColor, skyColor, smoothstep(0.15, 0.25, rWorld.y)*shadow); - - // lighting - float3 diffuse = color.xyz * lerp(float3(0.29, 0.379, 0.59), float3(1.0, 1.0, 1.0), (ln*0.5 + 0.5)*max(shadow, 0.4))*(1.0 - color.w); - float specular = 1.2*pow(max(dot(h, n), 0.0), 400.0); - - gl_FragColor.xyz = diffuse + (lerp(refract, reflect, fresnel) + specular)*color.w; - gl_FragColor.w = 1.0; - - // visualize normals - //gl_FragColor = float4(n*0.5 + 0.5, 1.0); - //gl_FragColor.xyz = float3(fresnel, fresnel, fresnel); - //gl_FragColor.xyz = n; - - // write valid z - float4 clipPos = mul(gl_ProjectionMatrix, float4(0.0, 0.0, eyeZ, 1.0)); - clipPos.z /= clipPos.w; - gl_FragDepth = clipPos.z; - - return gl_FragColor; - -} diff --git a/demo/d3d11/shaders/compositePS.hlsl.h b/demo/d3d11/shaders/compositePS.hlsl.h deleted file mode 100644 index 77d3814..0000000 --- a/demo/d3d11/shaders/compositePS.hlsl.h +++ /dev/null @@ -1,1643 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct FluidShaderConst -// { -// -// float4x4 modelviewprojection; // Offset: 0 -// float4x4 modelview; // Offset: 64 -// float4x4 projection; // Offset: 128 -// float4x4 modelview_inverse; // Offset: 192 -// float4x4 projection_inverse; // Offset: 256 -// float4 invTexScale; // Offset: 320 -// float3 invViewport; // Offset: 336 -// float _pad0; // Offset: 348 -// float blurRadiusWorld; // Offset: 352 -// float blurScale; // Offset: 356 -// float blurFalloff; // Offset: 360 -// int debug; // Offset: 364 -// float3 lightPos; // Offset: 368 -// float _pad1; // Offset: 380 -// float3 lightDir; // Offset: 384 -// float _pad2; // Offset: 396 -// float4x4 lightTransform; // Offset: 400 -// float4 color; // Offset: 464 -// float4 clipPosToEye; // Offset: 480 -// float spotMin; // Offset: 496 -// float spotMax; // Offset: 500 -// float ior; // Offset: 504 -// float _pad3; // Offset: 508 -// float4 shadowTaps[12]; // Offset: 512 -// -// } gParams; // Offset: 0 Size: 704 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// texSampler sampler NA NA 0 1 -// shadowSampler sampler_c NA NA 1 1 -// depthTex texture float 2d 0 1 -// sceneTex texture float3 2d 1 1 -// shadowTex texture float 2d 2 1 -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// SV_DEPTH 0 N/A oDepth DEPTH float YES -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[40], immediateIndexed -dcl_sampler s0, mode_default -dcl_sampler s1, mode_comparison -dcl_resource_texture2d (float,float,float,float) t0 -dcl_resource_texture2d (float,float,float,float) t1 -dcl_resource_texture2d (float,float,float,float) t2 -dcl_input_ps linear v1.xy -dcl_output o0.xyzw -dcl_output oDepth -dcl_temps 8 -mad r0.xy, v1.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000) -sample_indexable(texture2d)(float,float,float,float) r1.z, r0.xyxx, t0.yzxw, s0 -eq r0.z, r1.z, l(0.000000) -discard_nz r0.z -mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000) -mul r0.zw, r0.zzzw, cb0[30].xxxy -mul r1.xy, r1.zzzz, -r0.zwzz -mov r2.y, cb0[20].x -mov r2.z, l(0) -add r0.zw, r0.xxxy, -r2.yyyz -sample_indexable(texture2d)(float,float,float,float) r2.x, r0.zwzz, t0.xyzw, s0 -mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, -2.000000), l(0.000000, 0.000000, -1.000000, 1.000000) -mul r0.zw, r0.zzzw, cb0[30].xxxy -mul r2.yz, r2.xxxx, -r0.zzwz -add r2.xyz, r1.zxyz, -r2.xyzx -mov r3.y, cb0[20].x -mov r3.z, l(1.000000) -mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 1.000000, -1.000000), r3.yyyz -sample_indexable(texture2d)(float,float,float,float) r3.x, r0.zwzz, t0.xyzw, s0 -mad r0.zw, r0.zzzw, l(0.000000, 0.000000, 2.000000, -2.000000), l(0.000000, 0.000000, -1.000000, 1.000000) -mul r0.zw, r0.zzzw, cb0[30].xxxy -mul r3.yz, r3.xxxx, -r0.zzwz -add r3.xyz, -r1.zxyz, r3.xyzx -mov r4.z, l(0) -mov r4.x, cb0[20].y -add r0.zw, r0.yyyx, r4.xxxz -sample_indexable(texture2d)(float,float,float,float) r5.y, r0.wzww, t0.yxzw, s0 -mad r0.zw, r0.zzzw, l(0.000000, 0.000000, -2.000000, 2.000000), l(0.000000, 0.000000, 1.000000, -1.000000) -mul r0.zw, r0.zzzw, cb0[30].yyyx -mul r5.xz, r5.yyyy, -r0.zzwz -add r5.xyz, -r1.yzxy, r5.xyzx -add r0.zw, r0.yyyx, -r4.xxxz -sample_indexable(texture2d)(float,float,float,float) r4.y, r0.wzww, t0.yxzw, s0 -mad r0.zw, r0.zzzw, l(0.000000, 0.000000, -2.000000, 2.000000), l(0.000000, 0.000000, 1.000000, -1.000000) -mul r0.zw, r0.zzzw, cb0[30].yyyx -mul r4.xz, r4.yyyy, -r0.zzwz -add r4.xyz, r1.yzxy, -r4.xyzx -lt r0.z, |r3.x|, |r2.x| -movc r2.xyz, r0.zzzz, r3.xyzx, r2.xyzx -lt r0.z, |r4.y|, |r5.y| -movc r3.xyz, r0.zzzz, r4.xyzx, r5.xyzx -mul r4.xyz, r1.yyyy, cb0[13].xyzx -mad r4.xyz, cb0[12].xyzx, r1.xxxx, r4.xyzx -mad r4.xyz, cb0[14].xyzx, r1.zzzz, r4.xyzx -add r4.xyz, r4.xyzx, cb0[15].xyzx -mad r4.xzw, cb0[24].xxyz, l(0.150000, 0.000000, 0.150000, 0.150000), r4.xxyz -mul r5.xyzw, r4.zzzz, cb0[26].xyzw -mad r5.xyzw, cb0[25].xyzw, r4.xxxx, r5.xyzw -mad r5.xyzw, cb0[27].xyzw, r4.wwww, r5.xyzw -add r5.xyzw, r5.xyzw, cb0[28].xyzw -div r4.xzw, r5.xxyz, r5.wwww -mad r5.xyz, r4.xzwx, l(0.500000, 0.500000, 1.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) -lt r0.z, r5.x, l(0.000000) -lt r0.w, l(1.000000), r5.x -or r0.z, r0.w, r0.z -if_z r0.z - lt r0.z, r5.y, l(0.000000) - lt r0.w, l(1.000000), r5.y - or r0.z, r0.w, r0.z - if_z r0.z - add r0.z, -cb0[32].y, l(1.000000) - mul r6.x, cb0[32].x, l(0.002000) - mul r6.y, r0.z, l(0.002000) - add r5.w, -r5.y, l(1.000000) - add r0.zw, r5.xxxw, r6.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t2.xxxx, s1, r5.z - add r0.w, -cb0[33].y, l(1.000000) - mul r6.x, cb0[33].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[34].y, l(1.000000) - mul r6.x, cb0[34].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[35].y, l(1.000000) - mul r6.x, cb0[35].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[36].y, l(1.000000) - mul r6.x, cb0[36].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[37].y, l(1.000000) - mul r6.x, cb0[37].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[38].y, l(1.000000) - mul r6.x, cb0[38].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[39].y, l(1.000000) - mul r6.x, cb0[39].x, l(0.002000) - mul r6.y, r0.w, l(0.002000) - add r4.xz, r5.xxwx, r6.xxyx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r4.xzxx, t2.xxxx, s1, r5.z - add r0.z, r0.w, r0.z - mul r0.z, r0.z, l(0.125000) - else - mov r0.z, l(1.000000) - endif -else - mov r0.z, l(1.000000) -endif -mul r4.xzw, cb0[5].xxyz, cb0[24].yyyy -mad r4.xzw, cb0[4].xxyz, cb0[24].xxxx, r4.xxzw -mad r4.xzw, cb0[6].xxyz, cb0[24].zzzz, r4.xxzw -dp3 r0.w, r1.xyzx, r1.xyzx -rsq r0.w, r0.w -mul r5.xyz, r0.wwww, r1.xyzx -mul r6.xyz, r2.xyzx, r3.xyzx -mad r2.xyz, r2.zxyz, r3.yzxy, -r6.xyzx -dp3 r1.w, r2.xyzx, r2.xyzx -rsq r1.w, r1.w -mul r2.xyz, r1.wwww, r2.xyzx -mad r1.xyw, -r1.xyxz, r0.wwww, r4.xzxw -dp3 r0.w, r1.xywx, r1.xywx -rsq r0.w, r0.w -mul r1.xyw, r0.wwww, r1.xyxw -dp3 r0.w, -r2.xyzx, -r5.xyzx -max r0.w, r0.w, l(0.000000) -add r0.w, -r0.w, l(1.000000) -mul r2.w, r0.w, r0.w -mul r0.w, r0.w, r2.w -mad r0.w, r0.w, l(0.900000), l(0.100000) -dp3 r2.w, r4.xzwx, -r2.xyzx -dp3 r3.x, r5.xyzx, -r2.xyzx -add r3.x, r3.x, r3.x -mad r3.xyz, r2.xyzx, r3.xxxx, r5.xyzx -mul r3.w, r3.y, cb0[13].y -mad r3.w, cb0[12].y, r3.x, r3.w -mad r3.z, cb0[14].y, r3.z, r3.w -mul r5.xy, cb0[31].zzzz, l(0.025000, 0.100000, 0.000000, 0.000000) -add r3.w, r4.y, l(-0.100000) -mul_sat r3.w, r3.w, l(3.333333) -mad r4.x, r3.w, l(-2.000000), l(3.000000) -mul r3.w, r3.w, r3.w -mul r3.w, r3.w, r4.x -mul r3.w, r3.w, r5.x -mul r4.xy, -r2.xyxx, r3.wwww -mad r4.xy, r4.xyxx, l(0.750000, 1.000000, 0.000000, 0.000000), r0.xyxx -add r6.xyzw, -cb0[29].xyzw, l(1.000000, 1.000000, 1.000000, 1.000000) -mad r6.xyz, -r6.xyzx, l(0.640000, 0.640000, 0.640000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000) -mul r6.xyz, r6.xyzx, cb0[29].wwww -sample_indexable(texture2d)(float,float,float,float) r4.xyz, r4.xyxx, t1.xyzw, s0 -mul r7.xyz, r6.xyzx, r4.xyzx -mov r5.xz, l(0.750000,0,1.000000,0) -mul r3.xy, r3.xyxx, r5.yzyy -mul r5.y, cb0[31].z, l(0.100000) -mul r3.xy, r3.xyxx, r5.xyxx -div r3.xy, r3.xyxx, r1.zzzz -add r0.xy, r0.xyxx, -r3.xyxx -sample_indexable(texture2d)(float,float,float,float) r3.xyw, r0.xyxx, t1.xywz, s0 -add r0.x, r3.z, l(-0.150000) -mul_sat r0.x, r0.x, l(10.000001) -mad r0.y, r0.x, l(-2.000000), l(3.000000) -mul r0.x, r0.x, r0.x -mul r0.x, r0.x, r0.y -mul r0.x, r0.z, r0.x -mul r5.xyz, r0.xxxx, l(0.020000, 0.140000, 0.280000, 0.000000) -mad r3.xyz, r3.xywx, r0.zzzz, r5.xyzx -add r3.xyz, r3.xyzx, l(0.100000, 0.100000, 0.200000, 0.000000) -mad r0.x, r2.w, l(0.500000), l(0.500000) -max r0.y, r0.z, l(0.400000) -mul r0.x, r0.y, r0.x -mad r0.xyz, r0.xxxx, l(0.710000, 0.621000, 0.410000, 0.000000), l(0.290000, 0.379000, 0.590000, 0.000000) -mul r0.xyz, r0.xyzx, cb0[29].xyzx -dp3 r1.x, r1.xywx, -r2.xyzx -max r1.x, r1.x, l(0.000000) -log r1.x, r1.x -mul r1.x, r1.x, l(400.000000) -exp r1.x, r1.x -mad r2.xyz, -r4.xyzx, r6.xyzx, r3.xyzx -mad r2.xyz, r0.wwww, r2.xyzx, r7.xyzx -mad r1.xyw, r1.xxxx, l(1.200000, 1.200000, 0.000000, 1.200000), r2.xyxz -mul r1.xyw, r1.xyxw, cb0[29].wwww -mad o0.xyz, r0.xyzx, r6.wwww, r1.xywx -mad r0.xy, cb0[10].zwzz, r1.zzzz, cb0[11].zwzz -div oDepth, r0.x, r0.y -mov o0.w, l(1.000000) -ret -// Approximately 192 instruction slots used -#endif - -const BYTE g_compositePS[] = -{ - 68, 88, 66, 67, 223, 79, - 142, 103, 26, 30, 227, 152, - 95, 75, 188, 26, 149, 14, - 233, 77, 1, 0, 0, 0, - 232, 31, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 72, 5, 0, 0, 160, 5, - 0, 0, 244, 5, 0, 0, - 76, 31, 0, 0, 82, 68, - 69, 70, 12, 5, 0, 0, - 1, 0, 0, 0, 60, 1, - 0, 0, 6, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 216, 4, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 252, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 7, 1, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 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70, 2, 16, 128, 65, 0, - 0, 0, 2, 0, 0, 0, - 52, 0, 0, 7, 18, 0, - 16, 0, 1, 0, 0, 0, - 10, 0, 16, 0, 1, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 0, 0, 47, 0, - 0, 5, 18, 0, 16, 0, - 1, 0, 0, 0, 10, 0, - 16, 0, 1, 0, 0, 0, - 56, 0, 0, 7, 18, 0, - 16, 0, 1, 0, 0, 0, - 10, 0, 16, 0, 1, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 200, 67, 25, 0, - 0, 5, 18, 0, 16, 0, - 1, 0, 0, 0, 10, 0, - 16, 0, 1, 0, 0, 0, - 50, 0, 0, 10, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 128, 65, 0, - 0, 0, 4, 0, 0, 0, - 70, 2, 16, 0, 6, 0, - 0, 0, 70, 2, 16, 0, - 3, 0, 0, 0, 50, 0, - 0, 9, 114, 0, 16, 0, - 2, 0, 0, 0, 246, 15, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 70, 2, 16, 0, - 7, 0, 0, 0, 50, 0, - 0, 12, 178, 0, 16, 0, - 1, 0, 0, 0, 6, 0, - 16, 0, 1, 0, 0, 0, - 2, 64, 0, 0, 154, 153, - 153, 63, 154, 153, 153, 63, - 0, 0, 0, 0, 154, 153, - 153, 63, 70, 8, 16, 0, - 2, 0, 0, 0, 56, 0, - 0, 8, 178, 0, 16, 0, - 1, 0, 0, 0, 70, 12, - 16, 0, 1, 0, 0, 0, - 246, 143, 32, 0, 0, 0, - 0, 0, 29, 0, 0, 0, - 50, 0, 0, 9, 114, 32, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 246, 15, 16, 0, - 6, 0, 0, 0, 70, 3, - 16, 0, 1, 0, 0, 0, - 50, 0, 0, 11, 50, 0, - 16, 0, 0, 0, 0, 0, - 230, 138, 32, 0, 0, 0, - 0, 0, 10, 0, 0, 0, - 166, 10, 16, 0, 1, 0, - 0, 0, 230, 138, 32, 0, - 0, 0, 0, 0, 11, 0, - 0, 0, 14, 0, 0, 6, - 1, 192, 0, 0, 10, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 54, 0, 0, 5, - 130, 32, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 128, 63, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 192, 0, - 0, 0, 8, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 155, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 3, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 7, 0, 0, 0, 0, 0, - 0, 0, 8, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 10, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/debugLinePS.hlsl b/demo/d3d11/shaders/debugLinePS.hlsl deleted file mode 100644 index d01847b..0000000 --- a/demo/d3d11/shaders/debugLinePS.hlsl +++ /dev/null @@ -1,10 +0,0 @@ -struct Input -{ - float4 position : SV_POSITION; - float4 color : COLOR; -}; - -float4 debugLinePS(Input input) : SV_TARGET -{ - return input.color; -} diff --git a/demo/d3d11/shaders/debugLinePS.hlsl.h b/demo/d3d11/shaders/debugLinePS.hlsl.h deleted file mode 100644 index 6243104..0000000 --- a/demo/d3d11/shaders/debugLinePS.hlsl.h +++ /dev/null @@ -1,121 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// COLOR 0 xyzw 1 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_input_ps linear v1.xyzw -dcl_output o0.xyzw -mov o0.xyzw, v1.xyzw -ret -// Approximately 2 instruction slots used -#endif - -const BYTE g_debugLinePS[] = -{ - 68, 88, 66, 67, 51, 80, - 148, 24, 206, 189, 182, 148, - 220, 111, 88, 236, 138, 6, - 146, 179, 1, 0, 0, 0, - 20, 2, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 172, 0, 0, 0, 0, 1, - 0, 0, 52, 1, 0, 0, - 120, 1, 0, 0, 82, 68, - 69, 70, 112, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 60, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 77, 105, 99, 114, 111, 115, - 111, 102, 116, 32, 40, 82, - 41, 32, 72, 76, 83, 76, - 32, 83, 104, 97, 100, 101, - 114, 32, 67, 111, 109, 112, - 105, 108, 101, 114, 32, 54, - 46, 51, 46, 57, 54, 48, - 48, 46, 49, 54, 51, 56, - 52, 0, 171, 171, 73, 83, - 71, 78, 76, 0, 0, 0, - 2, 0, 0, 0, 8, 0, - 0, 0, 56, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 68, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 15, 15, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 67, 79, 76, 79, - 82, 0, 171, 171, 79, 83, - 71, 78, 44, 0, 0, 0, - 1, 0, 0, 0, 8, 0, - 0, 0, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 84, - 65, 82, 71, 69, 84, 0, - 171, 171, 83, 72, 69, 88, - 60, 0, 0, 0, 80, 0, - 0, 0, 15, 0, 0, 0, - 106, 8, 0, 1, 98, 16, - 0, 3, 242, 16, 16, 0, - 1, 0, 0, 0, 101, 0, - 0, 3, 242, 32, 16, 0, - 0, 0, 0, 0, 54, 0, - 0, 5, 242, 32, 16, 0, - 0, 0, 0, 0, 70, 30, - 16, 0, 1, 0, 0, 0, - 62, 0, 0, 1, 83, 84, - 65, 84, 148, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/debugLineVS.hlsl b/demo/d3d11/shaders/debugLineVS.hlsl deleted file mode 100644 index 1033b35..0000000 --- a/demo/d3d11/shaders/debugLineVS.hlsl +++ /dev/null @@ -1,26 +0,0 @@ - -cbuffer params : register(b0) -{ - float4x4 projectionViewWorld; -}; - -struct Input -{ - float3 position : POSITION; - float4 color : COLOR; -}; - -struct Output -{ - float4 position : SV_POSITION; - float4 color : COLOR; -}; - -Output debugLineVS(Input input) -{ - Output output; - output.position = mul(projectionViewWorld, float4(input.position, 1.0f)); - output.color = input.color; - - return output; -} diff --git a/demo/d3d11/shaders/debugLineVS.hlsl.h b/demo/d3d11/shaders/debugLineVS.hlsl.h deleted file mode 100644 index cdf7e4b..0000000 --- a/demo/d3d11/shaders/debugLineVS.hlsl.h +++ /dev/null @@ -1,213 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer params -// { -// -// float4x4 projectionViewWorld; // Offset: 0 Size: 64 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// params cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyz 0 NONE float xyz -// COLOR 0 xyzw 1 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// COLOR 0 xyzw 1 NONE float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[4], immediateIndexed -dcl_input v0.xyz -dcl_input v1.xyzw -dcl_output_siv o0.xyzw, position -dcl_output o1.xyzw -dcl_temps 1 -mul r0.xyzw, v0.yyyy, cb0[1].xyzw -mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw -mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw -add o0.xyzw, r0.xyzw, cb0[3].xyzw -mov o1.xyzw, v1.xyzw -ret -// Approximately 6 instruction slots used -#endif - -const BYTE g_debugLineVS[] = -{ - 68, 88, 66, 67, 240, 24, - 40, 204, 192, 159, 63, 125, - 158, 223, 41, 237, 85, 39, - 230, 54, 1, 0, 0, 0, - 160, 3, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 88, 1, 0, 0, 168, 1, - 0, 0, 252, 1, 0, 0, - 4, 3, 0, 0, 82, 68, - 69, 70, 28, 1, 0, 0, - 1, 0, 0, 0, 100, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 254, 255, 0, 1, 0, 0, - 232, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 112, 97, 114, 97, - 109, 115, 0, 171, 92, 0, - 0, 0, 1, 0, 0, 0, - 124, 0, 0, 0, 64, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 164, 0, - 0, 0, 0, 0, 0, 0, - 64, 0, 0, 0, 2, 0, - 0, 0, 196, 0, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 112, 114, 111, 106, - 101, 99, 116, 105, 111, 110, - 86, 105, 101, 119, 87, 111, - 114, 108, 100, 0, 102, 108, - 111, 97, 116, 52, 120, 52, - 0, 171, 171, 171, 3, 0, - 3, 0, 4, 0, 4, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 184, 0, 0, 0, 77, 105, - 99, 114, 111, 115, 111, 102, - 116, 32, 40, 82, 41, 32, - 72, 76, 83, 76, 32, 83, - 104, 97, 100, 101, 114, 32, - 67, 111, 109, 112, 105, 108, - 101, 114, 32, 54, 46, 51, - 46, 57, 54, 48, 48, 46, - 49, 54, 51, 56, 52, 0, - 171, 171, 73, 83, 71, 78, - 72, 0, 0, 0, 2, 0, - 0, 0, 8, 0, 0, 0, - 56, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 7, 7, 0, 0, - 65, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 1, 0, - 0, 0, 15, 15, 0, 0, - 80, 79, 83, 73, 84, 73, - 79, 78, 0, 67, 79, 76, - 79, 82, 0, 171, 79, 83, - 71, 78, 76, 0, 0, 0, - 2, 0, 0, 0, 8, 0, - 0, 0, 56, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 68, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 67, 79, 76, 79, - 82, 0, 171, 171, 83, 72, - 69, 88, 0, 1, 0, 0, - 80, 0, 1, 0, 64, 0, - 0, 0, 106, 8, 0, 1, - 89, 0, 0, 4, 70, 142, - 32, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 95, 0, - 0, 3, 114, 16, 16, 0, - 0, 0, 0, 0, 95, 0, - 0, 3, 242, 16, 16, 0, - 1, 0, 0, 0, 103, 0, - 0, 4, 242, 32, 16, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 101, 0, 0, 3, - 242, 32, 16, 0, 1, 0, - 0, 0, 104, 0, 0, 2, - 1, 0, 0, 0, 56, 0, - 0, 8, 242, 0, 16, 0, - 0, 0, 0, 0, 86, 21, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 50, 0, 0, 10, 242, 0, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 6, 16, 16, 0, 0, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 50, 0, - 0, 10, 242, 0, 16, 0, - 0, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 166, 26, - 16, 0, 0, 0, 0, 0, - 70, 14, 16, 0, 0, 0, - 0, 0, 0, 0, 0, 8, - 242, 32, 16, 0, 0, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 54, 0, - 0, 5, 242, 32, 16, 0, - 1, 0, 0, 0, 70, 30, - 16, 0, 1, 0, 0, 0, - 62, 0, 0, 1, 83, 84, - 65, 84, 148, 0, 0, 0, - 6, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 4, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/diffuseGS.hlsl b/demo/d3d11/shaders/diffuseGS.hlsl deleted file mode 100644 index e7a92db..0000000 --- a/demo/d3d11/shaders/diffuseGS.hlsl +++ /dev/null @@ -1,176 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - DiffuseShaderConst gParams; -}; - -static const float2 corners[4] = -{ - float2(0.0, 1.0), - float2(0.0, 0.0), - float2(1.0, 1.0), - float2(1.0, 0.0) -}; - -[maxvertexcount(4)] -void diffuseGS(point DiffuseVertexOut input[1], inout TriangleStream<DiffuseGeometryOut> triStream) -{ - float4 ndcPos = input[0].ndcPos; - - // frustrum culling - const float ndcBound = 1.0; - if (ndcPos.x < -ndcBound) return; - if (ndcPos.x > ndcBound) return; - if (ndcPos.y < -ndcBound) return; - if (ndcPos.y > ndcBound) return; - - float pointScale = gParams.diffuseScale; - float velocityScale = 1.0; - - float3 v = input[0].viewVel.xyz; - float3 p = input[0].viewPos.xyz; - - // billboard in eye space - float3 u = float3(0.0, pointScale, 0.0); - float3 l = float3(pointScale, 0.0, 0.0); - - // increase size based on life - float lifeTime = input[0].worldPos.w; - - float lifeFade = lerp(1.0f + gParams.diffusion, 1.0, min(1.0, lifeTime*0.25f)); - u *= lifeFade; - l *= lifeFade; - - float fade = 1.0/(lifeFade*lifeFade); - float vlen = length(v)*gParams.motionBlurScale; - - if (vlen > 0.5) - { - float len = max(pointScale, vlen*0.016); - fade = min(1.0, 2.0/(len/pointScale)); - - u = normalize(v)*max(pointScale, vlen*0.016); // assume 60hz - l = normalize(cross(u, float3(0.0, 0.0, -1.0)))*pointScale; - } - - - { - - DiffuseGeometryOut output; - - output.worldPos = input[0].worldPos; // vertex world pos (life in w) - output.viewPos = input[0].viewPos; // vertex eye pos - output.viewVel.xyz = input[0].viewVel.xyz; // vertex velocity in view space - output.viewVel.w = fade; - output.lightDir = mul(gParams.modelView, float4(gParams.lightDir, 0.0)); - output.color = input[0].color; - - output.uv = float4(0.0, 1.0, 0.0, 0.0); - output.clipPos = mul(gParams.projection, float4(p + u - l, 1.0)); - triStream.Append(output); - - output.uv = float4(0.0, 0.0, 0.0, 0.0); - output.clipPos = mul(gParams.projection, float4(p - u - l, 1.0)); - triStream.Append(output); - - output.uv = float4(1.0, 1.0, 0.0, 0.0); - output.clipPos = mul(gParams.projection, float4(p + u + l, 1.0)); - triStream.Append(output); - - output.uv = float4(1.0, 0.0, 0.0, 0.0); - output.clipPos = mul(gParams.projection, float4(p - u + l, 1.0)); - triStream.Append(output); - } - -} - -#if 0 - - -const char *geometryDiffuseShader = -"#version 120\n" -"#extension GL_EXT_geometry_shader4 : enable\n" -STRINGIFY( - -uniform float pointScale; // point size in world space -uniform float motionBlurScale; -uniform float diffusion; -uniform vec3 lightDir; - -void main() -{ - vec4 ndcPos = gl_TexCoordIn[0][5]; - - // frustrum culling - const float ndcBound = 1.0; - if (ndcPos.x < -ndcBound) return; - if (ndcPos.x > ndcBound) return; - if (ndcPos.y < -ndcBound) return; - if (ndcPos.y > ndcBound) return; - - float velocityScale = 1.0; - - vec3 v = gl_TexCoordIn[0][3].xyz*velocityScale; - vec3 p = gl_TexCoordIn[0][2].xyz; - - // billboard in eye space - vec3 u = vec3(0.0, pointScale, 0.0); - vec3 l = vec3(pointScale, 0.0, 0.0); - - // increase size based on life - float lifeFade = mix(1.0f+diffusion, 1.0, min(1.0, gl_TexCoordIn[0][1].w*0.25f)); - u *= lifeFade; - l *= lifeFade; - - //lifeFade = 1.0; - - float fade = 1.0/(lifeFade*lifeFade); - float vlen = length(v)*motionBlurScale; - - if (vlen > 0.5) - { - float len = max(pointScale, vlen*0.016); - fade = min(1.0, 2.0/(len/pointScale)); - - u = normalize(v)*max(pointScale, vlen*0.016); // assume 60hz - l = normalize(cross(u, vec3(0.0, 0.0, -1.0)))*pointScale; - } - - { - - gl_TexCoord[1] = gl_TexCoordIn[0][1]; // vertex world pos (life in w) - gl_TexCoord[2] = gl_TexCoordIn[0][2]; // vertex eye pos - gl_TexCoord[3] = gl_TexCoordIn[0][3]; // vertex velocity in view space - gl_TexCoord[3].w = fade; - gl_TexCoord[4] = gl_ModelViewMatrix*vec4(lightDir, 0.0); - gl_TexCoord[4].w = gl_TexCoordIn[0][3].w; // attenuation - gl_TexCoord[5].xyzw = gl_TexCoordIn[0][4].xyzw; // color - - float zbias = 0.0f;//0.00125*2.0; - - gl_TexCoord[0] = vec4(0.0, 1.0, 0.0, 0.0); - gl_Position = gl_ProjectionMatrix * vec4(p + u - l, 1.0); - gl_Position.z -= zbias; - EmitVertex(); - - gl_TexCoord[0] = vec4(0.0, 0.0, 0.0, 0.0); - gl_Position = gl_ProjectionMatrix * vec4(p - u - l, 1.0); - gl_Position.z -= zbias; - EmitVertex(); - - gl_TexCoord[0] = vec4(1.0, 1.0, 0.0, 0.0); - gl_Position = gl_ProjectionMatrix * vec4(p + u + l, 1.0); - gl_Position.z -= zbias; - EmitVertex(); - - gl_TexCoord[0] = vec4(1.0, 0.0, 0.0, 0.0); - gl_Position = gl_ProjectionMatrix * vec4(p - u + l, 1.0); - gl_Position.z -= zbias; - EmitVertex(); - } -} -); - - -#endif
\ No newline at end of file diff --git a/demo/d3d11/shaders/diffuseGS.hlsl.h b/demo/d3d11/shaders/diffuseGS.hlsl.h deleted file mode 100644 index 1f71735..0000000 --- a/demo/d3d11/shaders/diffuseGS.hlsl.h +++ /dev/null @@ -1,973 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct DiffuseShaderConst -// { -// -// float3 lightPos; // Offset: 0 -// float pad0; // Offset: 12 -// float3 lightDir; // Offset: 16 -// float pad1; // Offset: 28 -// float4x4 lightTransform; // Offset: 32 -// float4 color; // Offset: 96 -// float4x4 modelView; // Offset: 112 -// float4x4 modelViewProjection; // Offset: 176 -// float4x4 projection; // Offset: 240 -// float4 shadowTaps[12]; // Offset: 304 -// float diffusion; // Offset: 496 -// float diffuseRadius; // Offset: 500 -// float diffuseScale; // Offset: 504 -// float spotMin; // Offset: 508 -// float spotMax; // Offset: 512 -// float motionBlurScale; // Offset: 516 -// float pad3; // Offset: 520 -// float pad4; // Offset: 524 -// -// } gParams; // Offset: 0 Size: 528 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// NCDPOS 0 xyzw 1 NONE float xy -// VIEWPOS 0 xyzw 2 NONE float xyzw -// VIEWVEL 0 xyzw 3 NONE float xyz -// COLOR 0 xyzw 4 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// POSITION 0 xyzw 1 NONE float xyzw -// VIEWPOS 0 xyzw 2 NONE float xyzw -// VIEWVEL 0 xyzw 3 NONE float xyzw -// LIGHTDIR 0 xyzw 4 NONE float xyzw -// COLOR 0 xyzw 5 NONE float xyzw -// UV 0 xyzw 6 NONE float xyzw -// -gs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[33], immediateIndexed -dcl_input v[1][0].xyzw -dcl_input v[1][1].xyzw -dcl_input v[1][2].xyzw -dcl_input v[1][3].xyzw -dcl_input v[1][4].xyzw -dcl_temps 6 -dcl_inputprimitive point -dcl_stream m0 -dcl_outputtopology trianglestrip -dcl_output_siv o0.xyzw, position -dcl_output o1.xyzw -dcl_output o2.xyzw -dcl_output o3.xyzw -dcl_output o4.xyzw -dcl_output o5.xyzw -dcl_output o6.xyzw -dcl_maxout 4 -lt r0.x, v[0][1].x, l(-1.000000) -if_nz r0.x - ret -endif -lt r0.x, l(1.000000), v[0][1].x -if_nz r0.x - ret -endif -lt r0.x, v[0][1].y, l(-1.000000) -if_nz r0.x - ret -endif -lt r0.x, l(1.000000), v[0][1].y -if_nz r0.x - ret -endif -add r0.x, cb0[31].x, l(1.000000) -mul r0.y, l(0.250000), v[0][0].w -min r0.y, r0.y, l(1.000000) -add r0.z, -r0.x, l(1.000000) -mad r0.x, r0.y, r0.z, r0.x -mov r1.x, cb0[31].z -mov r1.yz, l(0,0,0,0) -mul r1.xyz, r0.xxxx, r1.xyzx -mul r0.x, r0.x, r0.x -div r1.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.x -dp3 r0.x, v[0][3].xyzx, v[0][3].xyzx -sqrt r0.y, r0.x -mul r0.y, r0.y, cb0[32].y -lt r0.z, l(0.500000), r0.y -mul r0.y, r0.y, l(0.016000) -max r0.y, r0.y, cb0[31].z -div r0.w, r0.y, cb0[31].z -div r0.w, l(2.000000), r0.w -min r2.w, r0.w, l(1.000000) -rsq r0.x, r0.x -mul r3.xyz, r0.xxxx, v[0][3].xyzx -mul r0.xyw, r0.yyyy, r3.xyxz -mul r3.xyz, r0.wxyw, l(0.000000, -1.000000, 0.000000, 0.000000) -mad r3.xyz, r0.ywxy, l(-1.000000, 0.000000, 0.000000, 0.000000), -r3.xyzx -dp2 r3.w, r3.xyxx, r3.xyxx -rsq r3.w, r3.w -mul r3.xyz, r3.wwww, r3.xyzx -mul r2.xyz, r3.xyzx, cb0[31].zzzz -movc r0.xyw, r0.zzzz, r0.xyxw, r1.zxzz -movc r1.xyzw, r0.zzzz, r2.xyzw, r1.xyzw -mul r2.xyzw, cb0[1].yyyy, cb0[8].xyzw -mad r2.xyzw, cb0[7].xyzw, cb0[1].xxxx, r2.xyzw -mad r2.xyzw, cb0[9].xyzw, cb0[1].zzzz, r2.xyzw -add r3.xyz, r0.xywx, v[0][2].xyzx -add r4.xyz, -r1.xyzx, r3.xyzx -mul r5.xyzw, r4.yyyy, cb0[16].xyzw -mad r5.xyzw, cb0[15].xyzw, r4.xxxx, r5.xyzw -mad r4.xyzw, cb0[17].xyzw, r4.zzzz, r5.xyzw -add r4.xyzw, r4.xyzw, cb0[18].xyzw -mov o0.xyzw, r4.xyzw -mov o1.xyzw, v[0][0].xyzw -mov o2.xyzw, v[0][2].xyzw -mov o3.xyz, v[0][3].xyzx -mov o3.w, r1.w -mov o4.xyzw, r2.xyzw -mov o5.xyzw, v[0][4].xyzw -mov o6.xyzw, l(0,1.000000,0,0) -emit_stream m0 -add r0.xyz, -r0.xywx, v[0][2].xyzx -add r4.xyz, -r1.xyzx, r0.xyzx -mul r5.xyzw, r4.yyyy, cb0[16].xyzw -mad r5.xyzw, cb0[15].xyzw, r4.xxxx, r5.xyzw -mad r4.xyzw, cb0[17].xyzw, r4.zzzz, r5.xyzw -add r4.xyzw, r4.xyzw, cb0[18].xyzw -mov o0.xyzw, r4.xyzw -mov o1.xyzw, v[0][0].xyzw -mov o2.xyzw, v[0][2].xyzw -mov o3.xyz, v[0][3].xyzx -mov o3.w, r1.w -mov o4.xyzw, r2.xyzw -mov o5.xyzw, v[0][4].xyzw -mov o6.xyzw, l(0,0,0,0) -emit_stream m0 -add r3.xyz, r1.xyzx, r3.xyzx -mul r4.xyzw, r3.yyyy, cb0[16].xyzw -mad r4.xyzw, cb0[15].xyzw, r3.xxxx, r4.xyzw -mad r3.xyzw, cb0[17].xyzw, r3.zzzz, r4.xyzw -add r3.xyzw, r3.xyzw, cb0[18].xyzw -mov o0.xyzw, r3.xyzw -mov o1.xyzw, v[0][0].xyzw -mov o2.xyzw, v[0][2].xyzw -mov o3.xyz, v[0][3].xyzx -mov o3.w, r1.w -mov o4.xyzw, r2.xyzw -mov o5.xyzw, v[0][4].xyzw -mov o6.xyzw, l(1.000000,1.000000,0,0) -emit_stream m0 -add r0.xyz, r1.xyzx, r0.xyzx -mul r3.xyzw, r0.yyyy, cb0[16].xyzw -mad r3.xyzw, cb0[15].xyzw, r0.xxxx, r3.xyzw -mad r0.xyzw, cb0[17].xyzw, r0.zzzz, r3.xyzw -add r0.xyzw, r0.xyzw, cb0[18].xyzw -mov o0.xyzw, r0.xyzw -mov o1.xyzw, v[0][0].xyzw -mov o2.xyzw, v[0][2].xyzw -mov o3.xyz, v[0][3].xyzx -mov o3.w, r1.w -mov o4.xyzw, r2.xyzw -mov o5.xyzw, v[0][4].xyzw -mov o6.xyzw, l(1.000000,0,0,0) -emit_stream m0 -ret -// Approximately 108 instruction slots used -#endif - -const BYTE g_diffuseGS[] = -{ - 68, 88, 66, 67, 206, 113, - 108, 237, 96, 228, 115, 111, - 205, 11, 177, 210, 155, 123, - 232, 125, 1, 0, 0, 0, - 16, 18, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 188, 3, 0, 0, 108, 4, - 0, 0, 120, 5, 0, 0, - 116, 17, 0, 0, 82, 68, - 69, 70, 128, 3, 0, 0, - 1, 0, 0, 0, 104, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 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b/demo/d3d11/shaders/diffusePS.hlsl deleted file mode 100644 index c6e474e..0000000 --- a/demo/d3d11/shaders/diffusePS.hlsl +++ /dev/null @@ -1,37 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - DiffuseShaderConst gParams; -}; - -float sqr(float x) { return x * x; } - - -float4 diffusePS(DiffuseGeometryOut input - //, out float gl_FragDepth : SV_DEPTH -) : SV_TARGET -{ - //return float4(1.0f, 0.0f, 0.0f, 1.0f); - - float attenuation = 1.0f; - float lifeTime = input.worldPos.w; - float lifeFade = min(1.0, lifeTime*0.125); - float velocityFade = input.viewVel.w; - - // calculate normal from texture coordinates - float3 normal; - normal.xy = input.uv.xy*float2(2.0, 2.0) + float2(-1.0, -1.0); - float mag = dot(normal.xy, normal.xy); - - // kill pixels outside circle - if (mag > 1.0) - discard; - - normal.z = 1.0-mag; - - float alpha = lifeFade*velocityFade*sqr(normal.z); - - return float4(alpha, alpha, alpha, alpha); - -} diff --git a/demo/d3d11/shaders/diffusePS.hlsl.h b/demo/d3d11/shaders/diffusePS.hlsl.h deleted file mode 100644 index b77dc1c..0000000 --- a/demo/d3d11/shaders/diffusePS.hlsl.h +++ /dev/null @@ -1,216 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// POSITION 0 xyzw 1 NONE float w -// VIEWPOS 0 xyzw 2 NONE float -// VIEWVEL 0 xyzw 3 NONE float w -// LIGHTDIR 0 xyzw 4 NONE float -// COLOR 0 xyzw 5 NONE float -// UV 0 xyzw 6 NONE float xy -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_input_ps linear v1.w -dcl_input_ps linear v3.w -dcl_input_ps linear v6.xy -dcl_output o0.xyzw -dcl_temps 1 -mad r0.xy, v6.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000) -dp2 r0.x, r0.xyxx, r0.xyxx -lt r0.y, l(1.000000), r0.x -discard_nz r0.y -mul r0.y, v1.w, l(0.125000) -min r0.y, r0.y, l(1.000000) -add r0.x, -r0.x, l(1.000000) -mul r0.y, r0.y, v3.w -mul r0.x, r0.x, r0.x -mul o0.xyzw, r0.xxxx, r0.yyyy -ret -// Approximately 11 instruction slots used -#endif - -const BYTE g_diffusePS[] = -{ - 68, 88, 66, 67, 142, 84, - 94, 27, 80, 231, 240, 136, - 237, 253, 148, 77, 42, 64, - 90, 183, 1, 0, 0, 0, - 232, 3, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 172, 0, 0, 0, 156, 1, - 0, 0, 208, 1, 0, 0, - 76, 3, 0, 0, 82, 68, - 69, 70, 112, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 60, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 77, 105, 99, 114, 111, 115, - 111, 102, 116, 32, 40, 82, - 41, 32, 72, 76, 83, 76, - 32, 83, 104, 97, 100, 101, - 114, 32, 67, 111, 109, 112, - 105, 108, 101, 114, 32, 54, - 46, 51, 46, 57, 54, 48, - 48, 46, 49, 54, 51, 56, - 52, 0, 171, 171, 73, 83, - 71, 78, 232, 0, 0, 0, - 7, 0, 0, 0, 8, 0, - 0, 0, 176, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 188, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 15, 8, - 0, 0, 197, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 2, 0, 0, 0, 15, 0, - 0, 0, 205, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 3, 0, 0, 0, 15, 8, - 0, 0, 213, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 4, 0, 0, 0, 15, 0, - 0, 0, 222, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 5, 0, 0, 0, 15, 0, - 0, 0, 228, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 6, 0, 0, 0, 15, 3, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 80, 79, 83, 73, - 84, 73, 79, 78, 0, 86, - 73, 69, 87, 80, 79, 83, - 0, 86, 73, 69, 87, 86, - 69, 76, 0, 76, 73, 71, - 72, 84, 68, 73, 82, 0, - 67, 79, 76, 79, 82, 0, - 85, 86, 0, 171, 79, 83, - 71, 78, 44, 0, 0, 0, - 1, 0, 0, 0, 8, 0, - 0, 0, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 84, - 65, 82, 71, 69, 84, 0, - 171, 171, 83, 72, 69, 88, - 116, 1, 0, 0, 80, 0, - 0, 0, 93, 0, 0, 0, - 106, 8, 0, 1, 98, 16, - 0, 3, 130, 16, 16, 0, - 1, 0, 0, 0, 98, 16, - 0, 3, 130, 16, 16, 0, - 3, 0, 0, 0, 98, 16, - 0, 3, 50, 16, 16, 0, - 6, 0, 0, 0, 101, 0, - 0, 3, 242, 32, 16, 0, - 0, 0, 0, 0, 104, 0, - 0, 2, 1, 0, 0, 0, - 50, 0, 0, 15, 50, 0, - 16, 0, 0, 0, 0, 0, - 70, 16, 16, 0, 6, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 64, 0, 0, - 0, 64, 0, 0, 0, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 191, - 0, 0, 128, 191, 0, 0, - 0, 0, 0, 0, 0, 0, - 15, 0, 0, 7, 18, 0, - 16, 0, 0, 0, 0, 0, - 70, 0, 16, 0, 0, 0, - 0, 0, 70, 0, 16, 0, - 0, 0, 0, 0, 49, 0, - 0, 7, 34, 0, 16, 0, - 0, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 63, - 10, 0, 16, 0, 0, 0, - 0, 0, 13, 0, 4, 3, - 26, 0, 16, 0, 0, 0, - 0, 0, 56, 0, 0, 7, - 34, 0, 16, 0, 0, 0, - 0, 0, 58, 16, 16, 0, - 1, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 0, 62, - 51, 0, 0, 7, 34, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 128, 63, 0, 0, - 0, 8, 18, 0, 16, 0, - 0, 0, 0, 0, 10, 0, - 16, 128, 65, 0, 0, 0, - 0, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 63, - 56, 0, 0, 7, 34, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 58, 16, 16, 0, - 3, 0, 0, 0, 56, 0, - 0, 7, 18, 0, 16, 0, - 0, 0, 0, 0, 10, 0, - 16, 0, 0, 0, 0, 0, - 10, 0, 16, 0, 0, 0, - 0, 0, 56, 0, 0, 7, - 242, 32, 16, 0, 0, 0, - 0, 0, 6, 0, 16, 0, - 0, 0, 0, 0, 86, 5, - 16, 0, 0, 0, 0, 0, - 62, 0, 0, 1, 83, 84, - 65, 84, 148, 0, 0, 0, - 11, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 9, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/diffuseVS.hlsl b/demo/d3d11/shaders/diffuseVS.hlsl deleted file mode 100644 index afca738..0000000 --- a/demo/d3d11/shaders/diffuseVS.hlsl +++ /dev/null @@ -1,26 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - DiffuseShaderConst gParams; -}; - -DiffuseVertexOut diffuseVS(DiffuseVertexIn input) -{ - float3 worldPos = input.position.xyz; - float4 eyePos = mul(gParams.modelView, float4(worldPos, 1.0)); - - DiffuseVertexOut output; - - output.worldPos = input.position; // lifetime in w - output.viewPos = eyePos; - output.viewVel = mul(gParams.modelView, float4(input.velocity.xyz, 0.0)); - output.color = gParams.color; - - // compute ndc pos for frustrum culling in GS - float4 ndcPos = mul(gParams.modelViewProjection, float4(worldPos.xyz, 1.0)); - output.ndcPos = ndcPos / ndcPos.w; - - return output; - -} diff --git a/demo/d3d11/shaders/diffuseVS.hlsl.h b/demo/d3d11/shaders/diffuseVS.hlsl.h deleted file mode 100644 index 7db0a8c..0000000 --- a/demo/d3d11/shaders/diffuseVS.hlsl.h +++ /dev/null @@ -1,425 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct DiffuseShaderConst -// { -// -// float3 lightPos; // Offset: 0 -// float pad0; // Offset: 12 -// float3 lightDir; // Offset: 16 -// float pad1; // Offset: 28 -// float4x4 lightTransform; // Offset: 32 -// float4 color; // Offset: 96 -// float4x4 modelView; // Offset: 112 -// float4x4 modelViewProjection; // Offset: 176 -// float4x4 projection; // Offset: 240 -// float4 shadowTaps[12]; // Offset: 304 -// float diffusion; // Offset: 496 -// float diffuseRadius; // Offset: 500 -// float diffuseScale; // Offset: 504 -// float spotMin; // Offset: 508 -// float spotMax; // Offset: 512 -// float motionBlurScale; // Offset: 516 -// float pad3; // Offset: 520 -// float pad4; // Offset: 524 -// -// } gParams; // Offset: 0 Size: 528 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// VELOCITY 0 xyzw 1 NONE float xyz -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// NCDPOS 0 xyzw 1 NONE float xyzw -// VIEWPOS 0 xyzw 2 NONE float xyzw -// VIEWVEL 0 xyzw 3 NONE float xyzw -// COLOR 0 xyzw 4 NONE float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[15], immediateIndexed -dcl_input v0.xyzw -dcl_input v1.xyz -dcl_output o0.xyzw -dcl_output o1.xyzw -dcl_output o2.xyzw -dcl_output o3.xyzw -dcl_output o4.xyzw -dcl_temps 1 -mov o0.xyzw, v0.xyzw -mul r0.xyzw, v0.yyyy, cb0[12].xyzw -mad r0.xyzw, cb0[11].xyzw, v0.xxxx, r0.xyzw -mad r0.xyzw, cb0[13].xyzw, v0.zzzz, r0.xyzw -add r0.xyzw, r0.xyzw, cb0[14].xyzw -div o1.xyzw, r0.xyzw, r0.wwww -mul r0.xyzw, v0.yyyy, cb0[8].xyzw -mad r0.xyzw, cb0[7].xyzw, v0.xxxx, r0.xyzw -mad r0.xyzw, cb0[9].xyzw, v0.zzzz, r0.xyzw -add o2.xyzw, r0.xyzw, cb0[10].xyzw -mul r0.xyzw, v1.yyyy, cb0[8].xyzw -mad r0.xyzw, cb0[7].xyzw, v1.xxxx, r0.xyzw -mad o3.xyzw, cb0[9].xyzw, v1.zzzz, r0.xyzw -mov o4.xyzw, cb0[6].xyzw -ret -// Approximately 15 instruction slots used -#endif - -const BYTE g_diffuseVS[] = -{ - 68, 88, 66, 67, 169, 46, - 39, 192, 132, 15, 181, 233, - 181, 235, 144, 49, 232, 212, - 251, 135, 1, 0, 0, 0, - 184, 7, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 188, 3, 0, 0, 16, 4, - 0, 0, 192, 4, 0, 0, - 28, 7, 0, 0, 82, 68, - 69, 70, 128, 3, 0, 0, - 1, 0, 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0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 2, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/ellipsoidDepthGS.hlsl b/demo/d3d11/shaders/ellipsoidDepthGS.hlsl deleted file mode 100644 index 8c892e4..0000000 --- a/demo/d3d11/shaders/ellipsoidDepthGS.hlsl +++ /dev/null @@ -1,127 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - FluidShaderConst gParams; -}; - -static const float2 corners[4] = -{ - float2(0.0, 1.0), float2(0.0, 0.0), float2(1.0, 1.0), float2(1.0, 0.0) -}; - -[maxvertexcount(4)] -void ellipsoidDepthGS(point FluidVertexOut input[1], inout TriangleStream<FluidGeoOut> triStream) -{ - float4 gl_Position; - float4 gl_TexCoord[6]; - - float4 gl_PositionIn[1]; - float4 gl_TexCoordIn[1][6]; - - gl_PositionIn[0] = input[0].position; - { - [unroll] - for (int i = 0; i < 6; i++) - gl_TexCoordIn[0][i] = input[0].texCoord[i]; - } - - float3 pos = gl_PositionIn[0].xyz; - float4 bounds = gl_TexCoordIn[0][0]; - float4 ndcPos = gl_TexCoordIn[0][5]; - - if (ndcPos.w < 0.0) - return; - - // frustrum culling - const float ndcBound = 1.0; - if (ndcPos.x < -ndcBound) return; - if (ndcPos.x > ndcBound) return; - if (ndcPos.y < -ndcBound) return; - if (ndcPos.y > ndcBound) return; - - float xmin = bounds.x; - float xmax = bounds.y; - float ymin = bounds.z; - float ymax = bounds.w; - - - // inv quadric transform - gl_TexCoord[0] = gl_TexCoordIn[0][1]; - gl_TexCoord[1] = gl_TexCoordIn[0][2]; - gl_TexCoord[2] = gl_TexCoordIn[0][3]; - gl_TexCoord[3] = gl_TexCoordIn[0][4]; - - FluidGeoOut output; - - gl_Position = float4(xmin, ymax, 0.5, 1.0); - output.position = gl_Position; - output.texCoord[0] = gl_TexCoord[0]; - output.texCoord[1] = gl_TexCoord[1]; - output.texCoord[2] = gl_TexCoord[2]; - output.texCoord[3] = gl_TexCoord[3]; - triStream.Append(output); - - gl_Position = float4(xmin, ymin, 0.5, 1.0); - output.position = gl_Position; - output.texCoord[0] = gl_TexCoord[0]; - output.texCoord[1] = gl_TexCoord[1]; - output.texCoord[2] = gl_TexCoord[2]; - output.texCoord[3] = gl_TexCoord[3]; - triStream.Append(output); - - gl_Position = float4(xmax, ymax, 0.5, 1.0); - output.position = gl_Position; - output.texCoord[0] = gl_TexCoord[0]; - output.texCoord[1] = gl_TexCoord[1]; - output.texCoord[2] = gl_TexCoord[2]; - output.texCoord[3] = gl_TexCoord[3]; - triStream.Append(output); - - gl_Position = float4(xmax, ymin, 0.5, 1.0); - output.position = gl_Position; - output.texCoord[0] = gl_TexCoord[0]; - output.texCoord[1] = gl_TexCoord[1]; - output.texCoord[2] = gl_TexCoord[2]; - output.texCoord[3] = gl_TexCoord[3]; - triStream.Append(output); - - /* - void main() - { - vec3 pos = gl_PositionIn[0].xyz; - vec4 bounds = gl_TexCoordIn[0][0]; - vec4 ndcPos = gl_TexCoordIn[0][5]; - - // frustrum culling - const float ndcBound = 1.0; - if (ndcPos.x < -ndcBound) return; - if (ndcPos.x > ndcBound) return; - if (ndcPos.y < -ndcBound) return; - if (ndcPos.y > ndcBound) return; - - float xmin = bounds.x; - float xmax = bounds.y; - float ymin = bounds.z; - float ymax = bounds.w; - - // inv quadric transform - gl_TexCoord[0] = gl_TexCoordIn[0][1]; - gl_TexCoord[1] = gl_TexCoordIn[0][2]; - gl_TexCoord[2] = gl_TexCoordIn[0][3]; - gl_TexCoord[3] = gl_TexCoordIn[0][4]; - - gl_Position = vec4(xmin, ymax, 0.0, 1.0); - EmitVertex(); - - gl_Position = vec4(xmin, ymin, 0.0, 1.0); - EmitVertex(); - - gl_Position = vec4(xmax, ymax, 0.0, 1.0); - EmitVertex(); - - gl_Position = vec4(xmax, ymin, 0.0, 1.0); - EmitVertex(); - } - */ -} diff --git a/demo/d3d11/shaders/ellipsoidDepthGS.hlsl.h b/demo/d3d11/shaders/ellipsoidDepthGS.hlsl.h deleted file mode 100644 index c82cc89..0000000 --- a/demo/d3d11/shaders/ellipsoidDepthGS.hlsl.h +++ /dev/null @@ -1,414 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float -// TEXCOORD 0 xyzw 1 NONE float xyzw -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyzw -// TEXCOORD 3 xyzw 4 NONE float xyzw -// TEXCOORD 4 xyzw 5 NONE float xyzw -// TEXCOORD 5 xyzw 6 NONE float xy w -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xyzw 1 NONE float xyzw -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyzw -// TEXCOORD 3 xyzw 4 NONE float xyzw -// -gs_5_0 -dcl_globalFlags refactoringAllowed -dcl_input v[1][0].xyzw -dcl_input v[1][1].xyzw -dcl_input v[1][2].xyzw -dcl_input v[1][3].xyzw -dcl_input v[1][4].xyzw -dcl_input v[1][5].xyzw -dcl_input v[1][6].xyzw -dcl_temps 1 -dcl_inputprimitive point -dcl_stream m0 -dcl_outputtopology trianglestrip -dcl_output_siv o0.xyzw, position -dcl_output o1.xyzw -dcl_output o2.xyzw -dcl_output o3.xyzw -dcl_output o4.xyzw -dcl_maxout 4 -lt r0.x, v[0][6].w, l(0.000000) -if_nz r0.x - ret -endif -lt r0.x, v[0][6].x, l(-1.000000) -if_nz r0.x - ret -endif -lt r0.x, l(1.000000), v[0][6].x -if_nz r0.x - ret -endif -lt r0.x, v[0][6].y, l(-1.000000) -if_nz r0.x - ret -endif -lt r0.x, l(1.000000), v[0][6].y -if_nz r0.x - ret -endif -mov o0.xy, v[0][1].xwxx -mov o0.zw, l(0,0,0.500000,1.000000) -mov o1.xyzw, v[0][2].xyzw -mov o2.xyzw, v[0][3].xyzw -mov o3.xyzw, v[0][4].xyzw -mov o4.xyzw, v[0][5].xyzw -emit_stream m0 -mov o0.xy, v[0][1].xzxx -mov o0.zw, l(0,0,0.500000,1.000000) -mov o1.xyzw, v[0][2].xyzw -mov o2.xyzw, v[0][3].xyzw -mov o3.xyzw, v[0][4].xyzw -mov o4.xyzw, v[0][5].xyzw -emit_stream m0 -mov o0.xy, v[0][1].ywyy -mov o0.zw, l(0,0,0.500000,1.000000) -mov o1.xyzw, v[0][2].xyzw -mov o2.xyzw, v[0][3].xyzw -mov o3.xyzw, v[0][4].xyzw -mov o4.xyzw, v[0][5].xyzw -emit_stream m0 -mov o0.xy, v[0][1].yzyy -mov o0.zw, l(0,0,0.500000,1.000000) -mov o1.xyzw, v[0][2].xyzw -mov o2.xyzw, v[0][3].xyzw -mov o3.xyzw, v[0][4].xyzw -mov o4.xyzw, v[0][5].xyzw -emit_stream m0 -ret -// Approximately 49 instruction slots used -#endif - -const BYTE g_ellipsoidDepthGS[] = -{ - 68, 88, 66, 67, 121, 233, - 112, 246, 66, 190, 203, 227, - 242, 237, 242, 197, 75, 158, - 125, 123, 1, 0, 0, 0, - 72, 7, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 172, 0, 0, 0, 120, 1, - 0, 0, 44, 2, 0, 0, - 172, 6, 0, 0, 82, 68, - 69, 70, 112, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 83, 71, 0, 1, 0, 0, - 60, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 77, 105, 99, 114, 111, 115, - 111, 102, 116, 32, 40, 82, - 41, 32, 72, 76, 83, 76, - 32, 83, 104, 97, 100, 101, - 114, 32, 67, 111, 109, 112, 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0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 5, 0, 0, 0, 4, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/ellipsoidDepthPS.hlsl b/demo/d3d11/shaders/ellipsoidDepthPS.hlsl deleted file mode 100644 index b9a8287..0000000 --- a/demo/d3d11/shaders/ellipsoidDepthPS.hlsl +++ /dev/null @@ -1,108 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - FluidShaderConst gParams; -}; - -float Sign(float x) { return x < 0.0 ? -1.0 : 1.0; } - -bool solveQuadratic(float a, float b, float c, out float minT, out float maxT) -{ -#if 0 - minT = 0.0f; - maxT = 0.0f; -#endif - - if (a == 0.0 && b == 0.0) - { - minT = maxT = 0.0; - return true; - } - - float discriminant = b*b - 4.0*a*c; - - if (discriminant < 0.0) - { - return false; - } - - float t = -0.5*(b + Sign(b)*sqrt(discriminant)); - minT = t / a; - maxT = c / t; - - if (minT > maxT) - { - float tmp = minT; - minT = maxT; - maxT = tmp; - } - - return true; -} - -float sqr(float x) { return x * x; } - - -float4 ellipsoidDepthPS(FluidGeoOut input - , out float gl_FragDepth : SV_DEPTH -) : SV_TARGET -{ - const float4x4 gl_ProjectionMatrix = gParams.projection; - const float4x4 gl_ProjectionMatrixInverse = gParams.projection_inverse; - const float3 invViewport = gParams.invViewport; - - float4 gl_FragColor; - float4 gl_FragCoord; - float4 gl_TexCoord[6]; - - gl_FragCoord = input.position; - [unroll] - for (int i = 0; i < 4; i++) - gl_TexCoord[i] = input.texCoord[i]; - - // transform from view space to parameter space - //column_major - float4x4 invQuadric; - invQuadric._m00_m10_m20_m30 = gl_TexCoord[0]; - invQuadric._m01_m11_m21_m31 = gl_TexCoord[1]; - invQuadric._m02_m12_m22_m32 = gl_TexCoord[2]; - invQuadric._m03_m13_m23_m33 = gl_TexCoord[3]; - - //float4 ndcPos = float4(gl_FragCoord.xy * invViewport.xy * float2(2.0, 2.0) - float2(1.0, 1.0), -1.0, 1.0); - float4 ndcPos = float4(gl_FragCoord.x*invViewport.x*2.0f-1.0f, (1.0f-gl_FragCoord.y*invViewport.y)*2.0 - 1.0, 0.0f, 1.0); - float4 viewDir = mul(gl_ProjectionMatrixInverse, ndcPos); - - // ray to parameter space - float4 dir = mul(invQuadric, float4(viewDir.xyz, 0.0)); - float4 origin = invQuadric._m03_m13_m23_m33; - - // set up quadratric equation - float a = sqr(dir.x) + sqr(dir.y) + sqr(dir.z); - float b = dir.x*origin.x + dir.y*origin.y + dir.z*origin.z - dir.w*origin.w; - float c = sqr(origin.x) + sqr(origin.y) + sqr(origin.z) - sqr(origin.w); - - float minT; - float maxT; - - if (solveQuadratic(a, 2.0 * b, c, minT, maxT)) - { - float3 eyePos = viewDir.xyz*minT; - float4 ndcPos = mul(gl_ProjectionMatrix, float4(eyePos, 1.0)); - ndcPos.z /= ndcPos.w; - - gl_FragColor = float4(eyePos.z, 1.0, 1.0, 1.0); - gl_FragDepth = ndcPos.z; - - return gl_FragColor; - } - - // kill pixels outside of ellipsoid - discard; - - - gl_FragColor = 0.0f; - gl_FragDepth = 1.0f; - - return gl_FragColor; -} diff --git a/demo/d3d11/shaders/ellipsoidDepthPS.hlsl.h b/demo/d3d11/shaders/ellipsoidDepthPS.hlsl.h deleted file mode 100644 index d21d446..0000000 --- a/demo/d3d11/shaders/ellipsoidDepthPS.hlsl.h +++ /dev/null @@ -1,662 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct FluidShaderConst -// { -// -// float4x4 modelviewprojection; // Offset: 0 -// float4x4 modelview; // Offset: 64 -// float4x4 projection; // Offset: 128 -// float4x4 modelview_inverse; // Offset: 192 -// float4x4 projection_inverse; // Offset: 256 -// float4 invTexScale; // Offset: 320 -// float3 invViewport; // Offset: 336 -// float _pad0; // Offset: 348 -// float blurRadiusWorld; // Offset: 352 -// float blurScale; // Offset: 356 -// float blurFalloff; // Offset: 360 -// int debug; // Offset: 364 -// float3 lightPos; // Offset: 368 -// float _pad1; // Offset: 380 -// float3 lightDir; // Offset: 384 -// float _pad2; // Offset: 396 -// float4x4 lightTransform; // Offset: 400 -// float4 color; // Offset: 464 -// float4 clipPosToEye; // Offset: 480 -// float spotMin; // Offset: 496 -// float spotMax; // Offset: 500 -// float ior; // Offset: 504 -// float _pad3; // Offset: 508 -// float4 shadowTaps[12]; // Offset: 512 -// -// } gParams; // Offset: 0 Size: 704 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xy -// TEXCOORD 0 xyzw 1 NONE float xyzw -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyzw -// TEXCOORD 3 xyzw 4 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// SV_DEPTH 0 N/A oDepth DEPTH float YES -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[22], immediateIndexed -dcl_input_ps_siv linear noperspective v0.xy, position -dcl_input_ps linear v1.xyzw -dcl_input_ps linear v2.xyzw -dcl_input_ps linear v3.xyzw -dcl_input_ps linear v4.xyzw -dcl_output o0.xyzw -dcl_output oDepth -dcl_temps 4 -dp2 r0.x, v0.xxxx, cb0[21].xxxx -add r0.x, r0.x, l(-1.000000) -mad r0.y, -v0.y, cb0[21].y, l(1.000000) -mad r0.y, r0.y, l(2.000000), l(-1.000000) -mul r0.yzw, r0.yyyy, cb0[17].xxyz -mad r0.xyz, cb0[16].xyzx, r0.xxxx, r0.yzwy -add r0.xyz, r0.xyzx, cb0[19].xyzx -mul r1.xyzw, r0.yyyy, v2.xyzw -mad r1.xyzw, v1.xyzw, r0.xxxx, r1.xyzw -mad r1.xyzw, v3.xyzw, r0.zzzz, r1.xyzw -dp3 r0.w, r1.xyzx, r1.xyzx -dp3 r1.x, r1.xyzx, v4.xyzx -mad r1.x, -r1.w, v4.w, r1.x -dp3 r1.y, v4.xyzx, v4.xyzx -mad r1.y, -v4.w, v4.w, r1.y -add r1.z, r1.x, r1.x -eq r1.w, r0.w, l(0.000000) -eq r2.x, r1.x, l(0.000000) -and r1.w, r1.w, r2.x -mul r2.x, r0.w, r1.y -mul r2.x, r2.x, l(4.000000) -mad r2.x, r1.z, r1.z, -r2.x -lt r2.y, r2.x, l(0.000000) -not r3.y, r2.y -lt r1.x, r1.x, l(0.000000) -movc r1.x, r1.x, l(-1.000000), l(1.000000) -sqrt r2.x, r2.x -mad r1.x, r1.x, r2.x, r1.z -mul r1.x, r1.x, l(-0.500000) -div r0.w, r1.x, r0.w -div r1.x, r1.y, r1.x -lt r1.y, r1.x, r0.w -movc r3.z, r1.y, r1.x, r0.w -mov r3.xw, l(0,0,0,-1) -movc r1.xy, r2.yyyy, r3.xyxx, r3.zwzz -movc r1.xy, r1.wwww, l(0,-1,0,0), r1.xyxx -if_nz r1.y - mul r0.xyz, r0.xyzx, r1.xxxx - mul r0.yw, r0.yyyy, cb0[9].zzzw - mad r0.xy, cb0[8].zwzz, r0.xxxx, r0.ywyy - mad r0.xy, cb0[10].zwzz, r0.zzzz, r0.xyxx - add r0.xy, r0.xyxx, cb0[11].zwzz - div oDepth, r0.x, r0.y - mov o0.x, r0.z - mov o0.yzw, l(0,1.000000,1.000000,1.000000) - ret -endif -discard_nz l(-1) -mov o0.xyzw, l(0,0,0,0) -mov oDepth, l(1.000000) -ret -// Approximately 51 instruction slots used -#endif - -const BYTE g_ellipsoidDepthPS[] = -{ - 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a/demo/d3d11/shaders/ellipsoidDepthVS.hlsl b/demo/d3d11/shaders/ellipsoidDepthVS.hlsl deleted file mode 100644 index 03ef001..0000000 --- a/demo/d3d11/shaders/ellipsoidDepthVS.hlsl +++ /dev/null @@ -1,195 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - FluidShaderConst gParams; -}; - -// returns 1.0 for x==0.0 (unlike glsl) -float Sign(float x) { return x < 0.0 ? -1.0 : 1.0; } - -bool solveQuadratic(float a, float b, float c, out float minT, out float maxT) -{ -#if 0 - // for debugging - minT = -0.5; - maxT = 0.5; - return true; -#else - //minT = 0.0f; - //maxT = 0.0f; -#endif - - if (a == 0.0 && b == 0.0) - { - minT = maxT = 0.0; - return false; - } - - float discriminant = b*b - 4.0*a*c; - - if (discriminant < 0.0) - { - return false; - } - - float t = -0.5*(b + Sign(b)*sqrt(discriminant)); - minT = t / a; - maxT = c / t; - - if (minT > maxT) - { - float tmp = minT; - minT = maxT; - maxT = tmp; - } - - return true; -} - -float DotInvW(float4 a, float4 b) { return a.x*b.x + a.y*b.y + a.z*b.z - a.w*b.w; } - -FluidVertexOut ellipsoidDepthVS(FluidVertexIn input, uint instance : SV_VertexID) -{ - float4 gl_Position; - float4 gl_TexCoord[6]; - - const float4 gl_Vertex = input.position; - const float4 q1 = input.q1; - const float4 q2 = input.q2; - const float4 q3 = input.q3; - - const float4x4 gl_ModelViewProjectionMatrix = gParams.modelviewprojection; - const float4x4 gl_ModelViewMatrixInverse = gParams.modelview_inverse; - - float3 worldPos = gl_Vertex.xyz; - - // construct quadric matrix - float4x4 q; - q._m00_m10_m20_m30 = float4(q1.xyz*q1.w, 0.0); - q._m01_m11_m21_m31 = float4(q2.xyz*q2.w, 0.0); - q._m02_m12_m22_m32 = float4(q3.xyz*q3.w, 0.0); - q._m03_m13_m23_m33 = float4(worldPos, 1.0); - - // transforms a normal to parameter space (inverse transpose of (q*modelview)^-T) - float4x4 invClip = /*transpose*/(mul(gl_ModelViewProjectionMatrix, q)); - - // solve for the right hand bounds in homogenous clip space - float a1 = DotInvW(invClip[3], invClip[3]); - float b1 = -2.0f*DotInvW(invClip[0], invClip[3]); - float c1 = DotInvW(invClip[0], invClip[0]); - - float xmin; - float xmax; - solveQuadratic(a1, b1, c1, xmin, xmax); - - // solve for the right hand bounds in homogenous clip space - float a2 = DotInvW(invClip[3], invClip[3]); - float b2 = -2.0f*DotInvW(invClip[1], invClip[3]); - float c2 = DotInvW(invClip[1], invClip[1]); - - float ymin; - float ymax; - solveQuadratic(a2, b2, c2, ymin, ymax); - - gl_Position = float4(worldPos.xyz, 1.0); - gl_TexCoord[0] = float4(xmin, xmax, ymin, ymax); - - // construct inverse quadric matrix (used for ray-casting in parameter space) - float4x4 invq; - invq._m00_m10_m20_m30 = float4(q1.xyz / q1.w, 0.0); - invq._m01_m11_m21_m31 = float4(q2.xyz / q2.w, 0.0); - invq._m02_m12_m22_m32 = float4(q3.xyz / q3.w, 0.0); - invq._m03_m13_m23_m33 = float4(0.0, 0.0, 0.0, 1.0); - - invq = transpose(invq); - invq._m03_m13_m23_m33 = -(mul(invq, gl_Position)); - - // transform a point from view space to parameter space - invq = mul(invq, gl_ModelViewMatrixInverse); - - // pass down - gl_TexCoord[1] = invq._m00_m10_m20_m30; - gl_TexCoord[2] = invq._m01_m11_m21_m31; - gl_TexCoord[3] = invq._m02_m12_m22_m32; - gl_TexCoord[4] = invq._m03_m13_m23_m33; - - // compute ndc pos for frustrum culling in GS - float4 ndcPos = mul(gl_ModelViewProjectionMatrix, float4(worldPos.xyz, 1.0)); - gl_TexCoord[5].xyz = ndcPos.xyz / ndcPos.w; - gl_TexCoord[5].w = ndcPos.w; - - FluidVertexOut output; - output.position = gl_Position; - [unroll] - for (int j = 0; j < 6; j++) - output.texCoord[j] = gl_TexCoord[j]; - - return output; - - /* - // rotation matrix in xyz, scale in w - attribute vec4 q1; - attribute vec4 q2; - attribute vec4 q3; - - void main() - { - vec3 worldPos = gl_Vertex.xyz;// - vec3(0.0, 0.1*0.25, 0.0); // hack move towards ground to account for anisotropy - - // construct quadric matrix - mat4 q; - q[0] = vec4(q1.xyz*q1.w, 0.0); - q[1] = vec4(q2.xyz*q2.w, 0.0); - q[2] = vec4(q3.xyz*q3.w, 0.0); - q[3] = vec4(worldPos, 1.0); - - // transforms a normal to parameter space (inverse transpose of (q*modelview)^-T) - mat4 invClip = transpose(gl_ModelViewProjectionMatrix*q); - - // solve for the right hand bounds in homogenous clip space - float a1 = DotInvW(invClip[3], invClip[3]); - float b1 = -2.0f*DotInvW(invClip[0], invClip[3]); - float c1 = DotInvW(invClip[0], invClip[0]); - - float xmin; - float xmax; - solveQuadratic(a1, b1, c1, xmin, xmax); - - // solve for the right hand bounds in homogenous clip space - float a2 = DotInvW(invClip[3], invClip[3]); - float b2 = -2.0f*DotInvW(invClip[1], invClip[3]); - float c2 = DotInvW(invClip[1], invClip[1]); - - float ymin; - float ymax; - solveQuadratic(a2, b2, c2, ymin, ymax); - - gl_Position = vec4(worldPos.xyz, 1.0); - gl_TexCoord[0] = vec4(xmin, xmax, ymin, ymax); - - // construct inverse quadric matrix (used for ray-casting in parameter space) - mat4 invq; - invq[0] = vec4(q1.xyz / q1.w, 0.0); - invq[1] = vec4(q2.xyz / q2.w, 0.0); - invq[2] = vec4(q3.xyz / q3.w, 0.0); - invq[3] = vec4(0.0, 0.0, 0.0, 1.0); - - invq = transpose(invq); - invq[3] = -(invq*gl_Position); - - // transform a point from view space to parameter space - invq = invq*gl_ModelViewMatrixInverse; - - // pass down - gl_TexCoord[1] = invq[0]; - gl_TexCoord[2] = invq[1]; - gl_TexCoord[3] = invq[2]; - gl_TexCoord[4] = invq[3]; - - // compute ndc pos for frustrum culling in GS - vec4 ndcPos = gl_ModelViewProjectionMatrix * vec4(worldPos.xyz, 1.0); - gl_TexCoord[5] = ndcPos / ndcPos.w; - } - */ -} diff --git a/demo/d3d11/shaders/ellipsoidDepthVS.hlsl.h b/demo/d3d11/shaders/ellipsoidDepthVS.hlsl.h deleted file mode 100644 index d1dd741..0000000 --- a/demo/d3d11/shaders/ellipsoidDepthVS.hlsl.h +++ /dev/null @@ -1,940 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct FluidShaderConst -// { -// -// float4x4 modelviewprojection; // Offset: 0 -// float4x4 modelview; // Offset: 64 -// float4x4 projection; // Offset: 128 -// float4x4 modelview_inverse; // Offset: 192 -// float4x4 projection_inverse; // Offset: 256 -// float4 invTexScale; // Offset: 320 -// float3 invViewport; // Offset: 336 -// float _pad0; // Offset: 348 -// float blurRadiusWorld; // Offset: 352 -// float blurScale; // Offset: 356 -// float blurFalloff; // Offset: 360 -// int debug; // Offset: 364 -// float3 lightPos; // Offset: 368 -// float _pad1; // Offset: 380 -// float3 lightDir; // Offset: 384 -// float _pad2; // Offset: 396 -// float4x4 lightTransform; // Offset: 400 -// float4 color; // Offset: 464 -// float4 clipPosToEye; // Offset: 480 -// float spotMin; // Offset: 496 -// float spotMax; // Offset: 500 -// float ior; // Offset: 504 -// float _pad3; // Offset: 508 -// float4 shadowTaps[12]; // Offset: 512 -// -// } gParams; // Offset: 0 Size: 704 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyz -// U 0 xyzw 1 NONE float xyzw -// V 0 xyzw 2 NONE float xyzw -// W 0 xyzw 3 NONE float xyzw -// SV_VertexID 0 x 4 VERTID uint -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// TEXCOORD 0 xyzw 1 NONE float xyzw -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyzw -// TEXCOORD 3 xyzw 4 NONE float xyzw -// TEXCOORD 4 xyzw 5 NONE float xyzw -// TEXCOORD 5 xyzw 6 NONE float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[16], immediateIndexed -dcl_input v0.xyz -dcl_input v1.xyzw -dcl_input v2.xyzw -dcl_input v3.xyzw -dcl_output o0.xyzw -dcl_output o1.xyzw -dcl_output o2.xyzw -dcl_output o3.xyzw -dcl_output o4.xyzw -dcl_output o5.xyzw -dcl_output o6.xyzw -dcl_temps 4 -mov o0.xyz, v0.xyzx -mov o0.w, l(1.000000) -mul r0.xyz, v2.wwww, v2.xyzx -mul r1.xyzw, r0.yyyy, cb0[1].wxxy -mad r1.xyzw, cb0[0].wxxy, r0.xxxx, r1.xyzw -mad r0.xyzw, cb0[2].wxxy, r0.zzzz, r1.xyzw -mul r1.x, r0.w, r0.w -mul r0.xyzw, r0.xxzx, r0.xyzw -mul r1.yzw, v1.wwww, v1.xxyz -mul r2.xyzw, r1.zzzz, cb0[1].wxxy -mad r2.xyzw, cb0[0].wxxy, r1.yyyy, r2.xyzw -mad r2.xyzw, cb0[2].wxxy, r1.wwww, r2.xyzw -mad r1.x, r2.w, r2.w, r1.x -mad r0.xyzw, r2.xyzw, r2.xxzx, r0.xyzw -mul r1.yzw, v3.wwww, v3.xxyz -mul r2.xyzw, r1.zzzz, cb0[1].wxxy -mad r2.xyzw, cb0[0].wxxy, r1.yyyy, r2.xyzw -mad r2.xyzw, cb0[2].wxxy, r1.wwww, r2.xyzw -mad r1.x, r2.w, r2.w, r1.x -mad r0.xyzw, r2.xyzw, r2.xxzx, r0.xyzw -mul r2.xyzw, v0.yyyy, cb0[1].wxxy -mad r2.xyzw, cb0[0].wxxy, v0.xxxx, r2.xyzw -mad r2.xyzw, cb0[2].wxxy, v0.zzzz, r2.xyzw -add r2.xyzw, r2.xyzw, cb0[3].wxxy -mad r1.x, -r2.w, r2.w, r1.x -mad r0.xyzw, -r2.xyzw, r2.xxzx, r0.xyzw -mul r1.yzw, r0.yyxw, l(0.000000, -2.000000, 4.000000, -2.000000) -mul r2.xy, r1.ywyy, r1.ywyy -mad r2.y, -r1.z, r1.x, r2.y -mad r1.z, -r1.z, r0.z, r2.x -sqrt r2.x, r2.y -ge r2.y, r2.y, l(0.000000) -lt r2.zw, l(0.000000, 0.000000, -0.000000, -0.000000), r0.yyyw -movc r2.zw, r2.zzzw, l(0,0,-1.000000,-1.000000), l(0,0,1.000000,1.000000) -mad r1.w, r2.w, r2.x, r1.w -mul r1.w, r1.w, l(-0.500000) -div r3.w, r1.w, r0.x -div r3.z, r1.x, r1.w -lt r1.x, r3.z, r3.w -movc r1.xw, r1.xxxx, r3.zzzw, r3.wwwz -and r1.xw, r1.xxxw, r2.yyyy -eq r2.xyw, r0.xyxw, l(0.000000, -0.000000, 0.000000, -0.000000) -and r0.yw, r2.yyyw, r2.xxxx -movc o1.zw, r0.wwww, l(0,0,0,0), r1.xxxw -sqrt r0.w, r1.z -ge r1.x, r1.z, l(0.000000) -mad r0.w, r2.z, r0.w, r1.y -mul r0.w, r0.w, l(-0.500000) -div r2.xy, r0.zwzz, r0.wxww -lt r0.x, r2.x, r2.y -movc r0.xz, r0.xxxx, r2.xxyx, r2.yyxy -and r0.xz, r0.xxzx, r1.xxxx -movc o1.xy, r0.yyyy, l(0,0,0,0), r0.xzxx -mov o2.w, -cb0[12].w -div r0.xyz, v1.xyzx, v1.wwww -dp3 r0.w, r0.xyzx, v0.xyzx -mov r0.w, -r0.w -dp4 o2.x, r0.xyzw, cb0[12].xyzw -div r1.xyz, v2.xyzx, v2.wwww -dp3 r1.w, r1.xyzx, v0.xyzx -mov r1.w, -r1.w -dp4 o2.y, r1.xyzw, cb0[12].xyzw -div r2.xyz, v3.xyzx, v3.wwww -dp3 r2.w, r2.xyzx, v0.xyzx -mov r2.w, -r2.w -dp4 o2.z, r2.xyzw, cb0[12].xyzw -mov o3.w, -cb0[13].w -dp4 o3.x, r0.xyzw, cb0[13].xyzw -dp4 o3.y, r1.xyzw, cb0[13].xyzw -dp4 o3.z, r2.xyzw, cb0[13].xyzw -dp4 o4.x, r0.xyzw, cb0[14].xyzw -dp4 o5.x, r0.xyzw, cb0[15].xyzw -dp4 o4.y, r1.xyzw, cb0[14].xyzw -dp4 o5.y, r1.xyzw, cb0[15].xyzw -dp4 o4.z, r2.xyzw, cb0[14].xyzw -dp4 o5.z, r2.xyzw, cb0[15].xyzw -mov o4.w, -cb0[14].w -mov o5.w, -cb0[15].w -mul r0.xyzw, v0.yyyy, cb0[1].xyzw -mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw -mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw -add r0.xyzw, r0.xyzw, cb0[3].xyzw -div o6.xyz, r0.xyzx, r0.wwww -mov o6.w, r0.w -ret -// Approximately 85 instruction slots used -#endif - -const BYTE g_ellipsoidDepthVS[] = -{ - 68, 88, 66, 67, 1, 86, - 214, 204, 57, 184, 18, 6, - 20, 42, 129, 16, 226, 241, - 71, 198, 1, 0, 0, 0, - 208, 17, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 116, 4, 0, 0, 24, 5, - 0, 0, 228, 5, 0, 0, - 52, 17, 0, 0, 82, 68, - 69, 70, 56, 4, 0, 0, - 1, 0, 0, 0, 104, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 254, 255, 0, 1, 0, 0, - 4, 4, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 99, 111, 110, 115, - 116, 66, 117, 102, 0, 171, - 171, 171, 92, 0, 0, 0, - 1, 0, 0, 0, 128, 0, - 0, 0, 192, 2, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 168, 0, 0, 0, - 0, 0, 0, 0, 192, 2, - 0, 0, 2, 0, 0, 0, - 224, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 103, 80, 97, 114, 97, 109, - 115, 0, 70, 108, 117, 105, - 100, 83, 104, 97, 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0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/imguiPS.hlsl b/demo/d3d11/shaders/imguiPS.hlsl deleted file mode 100644 index f51a21b..0000000 --- a/demo/d3d11/shaders/imguiPS.hlsl +++ /dev/null @@ -1,22 +0,0 @@ - -struct Input -{ - float4 position : SV_POSITION; - float2 texCoord : TEXCOORD; - float4 color : COLOR; -}; - -Texture2D<float> tex : register(t0); -SamplerState texSampler : register(s0); - -float4 imguiPS(Input input) : SV_TARGET -{ - float4 color = input.color; - - if (input.texCoord.x >= 0.f) - { - color.a *= tex.SampleLevel(texSampler, input.texCoord, 0.f); - } - - return color; -}
\ No newline at end of file diff --git a/demo/d3d11/shaders/imguiPS.hlsl.h b/demo/d3d11/shaders/imguiPS.hlsl.h deleted file mode 100644 index 92aa84a..0000000 --- a/demo/d3d11/shaders/imguiPS.hlsl.h +++ /dev/null @@ -1,197 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// texSampler sampler NA NA 0 1 -// tex texture float 2d 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_sampler s0, mode_default -dcl_resource_texture2d (float,float,float,float) t0 -dcl_input_ps linear v1.xy -dcl_input_ps linear v2.xyzw -dcl_output o0.xyzw -dcl_temps 1 -ge r0.x, v1.x, l(0.000000) -if_nz r0.x - sample_l_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.xyzw, s0, l(0.000000) - mul r0.x, r0.x, v2.w -else - mov r0.x, v2.w -endif -mov r0.yzw, v2.xxyz -mov o0.xyzw, r0.yzwx -ret -// Approximately 10 instruction slots used -#endif - -const BYTE g_imguiPS[] = -{ - 68, 88, 66, 67, 214, 230, - 179, 60, 250, 108, 227, 78, - 125, 188, 145, 68, 25, 248, - 141, 62, 1, 0, 0, 0, - 92, 3, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 252, 0, 0, 0, 112, 1, - 0, 0, 164, 1, 0, 0, - 192, 2, 0, 0, 82, 68, - 69, 70, 192, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 2, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 139, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 124, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 135, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 4, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 1, 0, 0, 0, 116, 101, - 120, 83, 97, 109, 112, 108, - 101, 114, 0, 116, 101, 120, - 0, 77, 105, 99, 114, 111, - 115, 111, 102, 116, 32, 40, - 82, 41, 32, 72, 76, 83, - 76, 32, 83, 104, 97, 100, - 101, 114, 32, 67, 111, 109, - 112, 105, 108, 101, 114, 32, - 54, 46, 51, 46, 57, 54, - 48, 48, 46, 49, 54, 51, - 56, 52, 0, 171, 171, 171, - 73, 83, 71, 78, 108, 0, - 0, 0, 3, 0, 0, 0, - 8, 0, 0, 0, 80, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 15, 0, 0, 0, 92, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 1, 0, 0, 0, - 3, 3, 0, 0, 101, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 2, 0, 0, 0, - 15, 15, 0, 0, 83, 86, - 95, 80, 79, 83, 73, 84, - 73, 79, 78, 0, 84, 69, - 88, 67, 79, 79, 82, 68, - 0, 67, 79, 76, 79, 82, - 0, 171, 79, 83, 71, 78, - 44, 0, 0, 0, 1, 0, - 0, 0, 8, 0, 0, 0, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 15, 0, 0, 0, - 83, 86, 95, 84, 65, 82, - 71, 69, 84, 0, 171, 171, - 83, 72, 69, 88, 20, 1, - 0, 0, 80, 0, 0, 0, - 69, 0, 0, 0, 106, 8, - 0, 1, 90, 0, 0, 3, - 0, 96, 16, 0, 0, 0, - 0, 0, 88, 24, 0, 4, - 0, 112, 16, 0, 0, 0, - 0, 0, 85, 85, 0, 0, - 98, 16, 0, 3, 50, 16, - 16, 0, 1, 0, 0, 0, - 98, 16, 0, 3, 242, 16, - 16, 0, 2, 0, 0, 0, - 101, 0, 0, 3, 242, 32, - 16, 0, 0, 0, 0, 0, - 104, 0, 0, 2, 1, 0, - 0, 0, 29, 0, 0, 7, - 18, 0, 16, 0, 0, 0, - 0, 0, 10, 16, 16, 0, - 1, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 0, 0, - 31, 0, 4, 3, 10, 0, - 16, 0, 0, 0, 0, 0, - 72, 0, 0, 141, 194, 0, - 0, 128, 67, 85, 21, 0, - 18, 0, 16, 0, 0, 0, - 0, 0, 70, 16, 16, 0, - 1, 0, 0, 0, 70, 126, - 16, 0, 0, 0, 0, 0, - 0, 96, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 0, 0, 56, 0, - 0, 7, 18, 0, 16, 0, - 0, 0, 0, 0, 10, 0, - 16, 0, 0, 0, 0, 0, - 58, 16, 16, 0, 2, 0, - 0, 0, 18, 0, 0, 1, - 54, 0, 0, 5, 18, 0, - 16, 0, 0, 0, 0, 0, - 58, 16, 16, 0, 2, 0, - 0, 0, 21, 0, 0, 1, - 54, 0, 0, 5, 226, 0, - 16, 0, 0, 0, 0, 0, - 6, 25, 16, 0, 2, 0, - 0, 0, 54, 0, 0, 5, - 242, 32, 16, 0, 0, 0, - 0, 0, 150, 3, 16, 0, - 0, 0, 0, 0, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 10, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 2, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 2, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/imguiVS.hlsl b/demo/d3d11/shaders/imguiVS.hlsl deleted file mode 100644 index 6116ee1..0000000 --- a/demo/d3d11/shaders/imguiVS.hlsl +++ /dev/null @@ -1,31 +0,0 @@ - -cbuffer params : register(b0) -{ - float4x4 transform; -}; - -struct Input -{ - float2 position : POSITION; - float2 texCoord : TEXCOORD; - float4 color : COLOR; -}; - -struct Output -{ - float4 position : SV_POSITION; - float2 texCoord : TEXCOORD; - float4 color : COLOR; -}; - -Output imguiVS(Input input, uint instance : SV_InstanceID) -{ - Output output; - - output.position = mul(float4(input.position, 0.f, 1.f), transform); - - output.texCoord = input.texCoord.xy; // float2(input.texCoord.x, 1.f - input.texCoord.y); - output.color = input.color; - - return output; -}
\ No newline at end of file diff --git a/demo/d3d11/shaders/imguiVS.hlsl.h b/demo/d3d11/shaders/imguiVS.hlsl.h deleted file mode 100644 index 7249cec..0000000 --- a/demo/d3d11/shaders/imguiVS.hlsl.h +++ /dev/null @@ -1,248 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer params -// { -// -// float4x4 transform; // Offset: 0 Size: 64 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// params cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xy 0 NONE float xy -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// SV_InstanceID 0 x 3 INSTID uint -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[4], immediateIndexed -dcl_input v0.xy -dcl_input v1.xy -dcl_input v2.xyzw -dcl_output_siv o0.xyzw, position -dcl_output o1.xy -dcl_output o2.xyzw -dcl_temps 1 -mov r0.xy, v0.xyxx -mov r0.z, l(1.000000) -dp3 o0.x, r0.xyzx, cb0[0].xywx -dp3 o0.y, r0.xyzx, cb0[1].xywx -dp3 o0.z, r0.xyzx, cb0[2].xywx -dp3 o0.w, r0.xyzx, cb0[3].xywx -mov o1.xy, v1.xyxx -mov o2.xyzw, v2.xyzw -ret -// Approximately 9 instruction slots used -#endif - -const BYTE g_imguiVS[] = -{ - 68, 88, 66, 67, 11, 92, - 70, 30, 32, 80, 66, 187, - 246, 56, 106, 189, 128, 201, - 215, 197, 1, 0, 0, 0, - 64, 4, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 76, 1, 0, 0, 228, 1, - 0, 0, 88, 2, 0, 0, - 164, 3, 0, 0, 82, 68, - 69, 70, 16, 1, 0, 0, - 1, 0, 0, 0, 100, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 254, 255, 0, 1, 0, 0, - 220, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 112, 97, 114, 97, - 109, 115, 0, 171, 92, 0, - 0, 0, 1, 0, 0, 0, - 124, 0, 0, 0, 64, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 164, 0, - 0, 0, 0, 0, 0, 0, - 64, 0, 0, 0, 2, 0, - 0, 0, 184, 0, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 116, 114, 97, 110, - 115, 102, 111, 114, 109, 0, - 102, 108, 111, 97, 116, 52, - 120, 52, 0, 171, 3, 0, - 3, 0, 4, 0, 4, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 174, 0, 0, 0, 77, 105, - 99, 114, 111, 115, 111, 102, - 116, 32, 40, 82, 41, 32, - 72, 76, 83, 76, 32, 83, - 104, 97, 100, 101, 114, 32, - 67, 111, 109, 112, 105, 108, - 101, 114, 32, 54, 46, 51, - 46, 57, 54, 48, 48, 46, - 49, 54, 51, 56, 52, 0, - 171, 171, 73, 83, 71, 78, - 144, 0, 0, 0, 4, 0, - 0, 0, 8, 0, 0, 0, - 104, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 3, 3, 0, 0, - 113, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 1, 0, - 0, 0, 3, 3, 0, 0, - 122, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 2, 0, - 0, 0, 15, 15, 0, 0, - 128, 0, 0, 0, 0, 0, - 0, 0, 8, 0, 0, 0, - 1, 0, 0, 0, 3, 0, - 0, 0, 1, 0, 0, 0, - 80, 79, 83, 73, 84, 73, - 79, 78, 0, 84, 69, 88, - 67, 79, 79, 82, 68, 0, - 67, 79, 76, 79, 82, 0, - 83, 86, 95, 73, 110, 115, - 116, 97, 110, 99, 101, 73, - 68, 0, 171, 171, 79, 83, - 71, 78, 108, 0, 0, 0, - 3, 0, 0, 0, 8, 0, - 0, 0, 80, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 92, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 3, 12, - 0, 0, 101, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 2, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 84, 69, 88, 67, - 79, 79, 82, 68, 0, 67, - 79, 76, 79, 82, 0, 171, - 83, 72, 69, 88, 68, 1, - 0, 0, 80, 0, 1, 0, - 81, 0, 0, 0, 106, 8, - 0, 1, 89, 0, 0, 4, - 70, 142, 32, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 95, 0, 0, 3, 50, 16, - 16, 0, 0, 0, 0, 0, - 95, 0, 0, 3, 50, 16, - 16, 0, 1, 0, 0, 0, - 95, 0, 0, 3, 242, 16, - 16, 0, 2, 0, 0, 0, - 103, 0, 0, 4, 242, 32, - 16, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 101, 0, - 0, 3, 50, 32, 16, 0, - 1, 0, 0, 0, 101, 0, - 0, 3, 242, 32, 16, 0, - 2, 0, 0, 0, 104, 0, - 0, 2, 1, 0, 0, 0, - 54, 0, 0, 5, 50, 0, - 16, 0, 0, 0, 0, 0, - 70, 16, 16, 0, 0, 0, - 0, 0, 54, 0, 0, 5, - 66, 0, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 128, 63, 16, 0, - 0, 8, 18, 32, 16, 0, - 0, 0, 0, 0, 70, 2, - 16, 0, 0, 0, 0, 0, - 70, 131, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 16, 0, 0, 8, 34, 32, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 70, 131, 32, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 16, 0, 0, 8, - 66, 32, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 0, 0, 0, 0, 70, 131, - 32, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 16, 0, - 0, 8, 130, 32, 16, 0, - 0, 0, 0, 0, 70, 2, - 16, 0, 0, 0, 0, 0, - 70, 131, 32, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 54, 0, 0, 5, 50, 32, - 16, 0, 1, 0, 0, 0, - 70, 16, 16, 0, 1, 0, - 0, 0, 54, 0, 0, 5, - 242, 32, 16, 0, 2, 0, - 0, 0, 70, 30, 16, 0, - 2, 0, 0, 0, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 9, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 6, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/meshPS.hlsl b/demo/d3d11/shaders/meshPS.hlsl deleted file mode 100644 index db28d60..0000000 --- a/demo/d3d11/shaders/meshPS.hlsl +++ /dev/null @@ -1,130 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - MeshShaderConst gParams; -}; - -Texture2D<float> shadowTexture : register(t0); // shadow map - -SamplerComparisonState shadowSampler : register(s0); // texture sample used to sample depth from shadow texture in this sample - -// sample shadow map -float shadowSample(float4 gl_TexCoord[8]) -{ - float3 pos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].w); - float3 uvw = (pos.xyz * float3(0.5, 0.5, 1.0)) + float3(0.5, 0.5, 0.0); - - // user clip - if (uvw.x < 0.0 || uvw.x > 1.0) - return 1.0; - if (uvw.y < 0.0 || uvw.y > 1.0) - return 1.0; - - float s = 0.0; - float radius = 0.002; - - const int numTaps = 12; - - // flip uv y-coordinate - uvw.y = 1.0f - uvw.y; - - [unroll] - for (int i = 0; i < numTaps; i++) - { - float2 shadowTaps = gParams.shadowTaps[i].xy; - shadowTaps.y = 1.0f - shadowTaps.y; - s += shadowTexture.SampleCmpLevelZero(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z); - } - s /= numTaps; - - return s; -} - -float filterwidth(float2 v) -{ - float2 fw = max(abs(ddx(v)), abs(ddy(v))); - return max(fw.x, fw.y); -} - -float2 bump(float2 x) -{ - return (floor((x) / 2) + 2.f * max(((x) / 2) - floor((x) / 2) - .5f, 0.f)); -} - -float checker(float2 uv) -{ - float width = filterwidth(uv); - float2 p0 = uv - 0.5 * width; - float2 p1 = uv + 0.5 * width; - - float2 i = (bump(p1) - bump(p0)) / width; - return i.x * i.y + (1 - i.x) * (1 - i.y); -} - -float4 meshPS(MeshVertexOut input, bool isFrontFace : SV_IsFrontFace) : SV_TARGET -{ - float4 gl_FragColor; - float4 gl_TexCoord[8]; - - [unroll] - for (int i = 0; i < 8; i++) - gl_TexCoord[i] = input.texCoord[i]; - - const float4 fogColor = gParams.fogColor; - const float3 lightDir = gParams.lightDir; - const float3 lightPos = gParams.lightPos; - const float spotMin = gParams.spotMin; - const float spotMax = gParams.spotMax; - const int grid = gParams.grid; - const int tex = gParams.tex; - - // calculate lighting - float shadow = max(shadowSample(gl_TexCoord), 0.5); - - float3 lVec = normalize(gl_TexCoord[3].xyz - (lightPos)); - float3 lPos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].w); - float attenuation = max(smoothstep(spotMax, spotMin, dot(lPos.xy, lPos.xy)), 0.05); - - float3 n = gl_TexCoord[0].xyz; - float3 color = gl_TexCoord[4].xyz; - - if (!isFrontFace) - { - color = gl_TexCoord[6].xyz; - n *= -1.0f; - } - - if (grid && (n.y > 0.995)) - { - color *= 1.0 - 0.25 * checker(float2(gl_TexCoord[3].x, gl_TexCoord[3].z)); - } - else if (grid && abs(n.z) > 0.995) - { - color *= 1.0 - 0.25 * checker(float2(gl_TexCoord[3].y, gl_TexCoord[3].x)); - } - - if (tex) - { - //color = texture2D(tex, gl_TexCoord[5].xy).xyz; - } - - // direct light term - float wrap = 0.0; - float3 diffuse = color * float3(1.0, 1.0, 1.0) * max(0.0, (-dot(lightDir, n) + wrap) / (1.0 + wrap) * shadow) * attenuation; - - // wrap ambient term aligned with light dir - float3 light = float3(0.03, 0.025, 0.025) * 1.5; - float3 dark = float3(0.025, 0.025, 0.03); - //float3 ambient = 4.0 * color * lerp(dark, light, -dot(lightDir, n) * 0.5 + 0.5) * attenuation; - float3 ambient = 4.0 * color * lerp(dark, light, -dot(lightDir, n) * float3(0.5, 0.5, 1.0) + float3(0.5, 0.5, 0.0)) * attenuation; - - float3 fog = lerp(fogColor.xyz, diffuse + ambient, exp(gl_TexCoord[7].z * fogColor.w)); - - //gl_FragColor = float4(pow(fog, float3(1.0 / 2.2)), 1.0); - const float tmp = 1.0 / 2.2; - gl_FragColor = float4(pow(abs(fog), float3(tmp, tmp, tmp)), 1.0); - - return gl_FragColor; - -} diff --git a/demo/d3d11/shaders/meshPS.hlsl.h b/demo/d3d11/shaders/meshPS.hlsl.h deleted file mode 100644 index 9bbb118..0000000 --- a/demo/d3d11/shaders/meshPS.hlsl.h +++ /dev/null @@ -1,1553 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct MeshShaderConst -// { -// -// float4x4 modelviewprojection; // Offset: 0 -// float4x4 modelview; // Offset: 64 -// float4x4 objectTransform; // Offset: 128 -// float4x4 lightTransform; // Offset: 192 -// float4 clipPlane; // Offset: 256 -// float4 fogColor; // Offset: 272 -// float4 color; // Offset: 288 -// float4 secondaryColor; // Offset: 304 -// float4 shadowTaps[12]; // Offset: 320 -// float3 lightPos; // Offset: 512 -// float _pad0; // Offset: 524 -// float3 lightDir; // Offset: 528 -// float _pad1; // Offset: 540 -// float bias; // Offset: 544 -// float expand; // Offset: 548 -// float spotMin; // Offset: 552 -// float spotMax; // Offset: 556 -// int grid; // Offset: 560 -// int tex; // Offset: 564 -// int colorArray; // Offset: 568 -// int _pad2; // Offset: 572 -// -// } gParams; // Offset: 0 Size: 576 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// shadowSampler sampler_c NA NA 0 1 -// shadowTexture texture float 2d 0 1 -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xyzw 1 NONE float xyz -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float -// TEXCOORD 3 xyzw 4 NONE float xyz -// TEXCOORD 4 xyzw 5 NONE float xyz -// TEXCOORD 5 xyzw 6 NONE float -// TEXCOORD 6 xyzw 7 NONE float xyz -// TEXCOORD 7 xyzw 8 NONE float z -// SV_IsFrontFace 0 x 9 FFACE uint x -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[36], immediateIndexed -dcl_sampler s0, mode_comparison -dcl_resource_texture2d (float,float,float,float) t0 -dcl_input_ps linear v1.xyz -dcl_input_ps linear v2.xyzw -dcl_input_ps linear v4.xyz -dcl_input_ps linear v5.xyz -dcl_input_ps linear v7.xyz -dcl_input_ps linear v8.z -dcl_input_ps_sgv v9.x, is_front_face -dcl_output o0.xyzw -dcl_temps 6 -div r0.xyz, v2.xyzx, v2.wwww -mad r1.xyz, r0.xyzx, l(0.500000, 0.500000, 1.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) -lt r0.z, r1.x, l(0.000000) -lt r0.w, l(1.000000), r1.x -or r0.z, r0.w, r0.z -if_z r0.z - lt r0.z, r1.y, l(0.000000) - lt r0.w, l(1.000000), r1.y - or r0.z, r0.w, r0.z - if_z r0.z - add r0.z, -cb0[20].y, l(1.000000) - mul r2.x, cb0[20].x, l(0.002000) - mul r2.y, r0.z, l(0.002000) - add r1.w, -r1.y, l(1.000000) - add r0.zw, r1.xxxw, r2.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t0.xxxx, s0, r1.z - add r0.w, -cb0[21].y, l(1.000000) - mul r2.x, cb0[21].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[22].y, l(1.000000) - mul r2.x, cb0[22].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[23].y, l(1.000000) - mul r2.x, cb0[23].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[24].y, l(1.000000) - mul r2.x, cb0[24].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[25].y, l(1.000000) - mul r2.x, cb0[25].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[26].y, l(1.000000) - mul r2.x, cb0[26].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[27].y, l(1.000000) - mul r2.x, cb0[27].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[28].y, l(1.000000) - mul r2.x, cb0[28].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[29].y, l(1.000000) - mul r2.x, cb0[29].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[30].y, l(1.000000) - mul r2.x, cb0[30].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r2.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r2.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - add r0.w, -cb0[31].y, l(1.000000) - mul r2.x, cb0[31].x, l(0.002000) - mul r2.y, r0.w, l(0.002000) - add r1.xy, r1.xwxx, r2.xyxx - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t0.xxxx, s0, r1.z - add r0.z, r0.w, r0.z - mul r0.z, r0.z, l(0.083333) - else - mov r0.z, l(1.000000) - endif -else - mov r0.z, l(1.000000) -endif -dp2 r0.x, r0.xyxx, r0.xyxx -add r0.y, -cb0[34].w, cb0[34].z -add r0.x, r0.x, -cb0[34].w -div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y -mul_sat r0.x, r0.y, r0.x -mad r0.y, r0.x, l(-2.000000), l(3.000000) -mul r0.x, r0.x, r0.x -mul r0.x, r0.x, r0.y -max r0.xz, r0.xxzx, l(0.050000, 0.000000, 0.500000, 0.000000) -movc r1.xyz, v9.xxxx, v1.xyzx, -v1.xyzx -movc r2.xyz, v9.xxxx, v5.xyzx, v7.xyzx -ine r0.y, cb0[35].x, l(0) -lt r0.w, l(0.995000), r1.y -and r0.w, r0.w, r0.y -if_nz r0.w - deriv_rtx_coarse r3.xy, v4.xzxx - deriv_rty_coarse r3.zw, v4.xxxz - max r3.xy, |r3.zwzz|, |r3.xyxx| - max r0.w, r3.y, r3.x - mad r3.xy, -r0.wwww, l(0.500000, 0.500000, 0.000000, 0.000000), v4.xzxx - mad r3.zw, r0.wwww, l(0.000000, 0.000000, 0.500000, 0.500000), v4.xxxz - mul r4.xy, r3.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000) - round_ni r4.xy, r4.xyxx - mad r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), -r4.xxxy - add r3.zw, r3.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000) - max r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000) - mad r3.zw, r3.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), r4.xxxy - mul r4.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) - round_ni r4.xy, r4.xyxx - mad r3.xy, r3.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), -r4.xyxx - add r3.xy, r3.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000) - max r3.xy, r3.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) - mad r3.xy, r3.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r4.xyxx - add r3.xy, -r3.xyxx, r3.zwzz - div r3.xy, r3.xyxx, r0.wwww - add r3.zw, -r3.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000) - mul r0.w, r3.w, r3.z - mad r0.w, r3.x, r3.y, r0.w - mad r0.w, -r0.w, l(0.250000), l(1.000000) - mul r3.xyz, r0.wwww, r2.xyzx -else - lt r0.w, l(0.995000), |r1.z| - and r0.y, r0.w, r0.y - deriv_rtx_coarse r4.xy, v4.yxyy - deriv_rty_coarse r4.zw, v4.yyyx - max r4.xy, |r4.zwzz|, |r4.xyxx| - max r0.w, r4.y, r4.x - mad r4.xy, -r0.wwww, l(0.500000, 0.500000, 0.000000, 0.000000), v4.yxyy - mad r4.zw, r0.wwww, l(0.000000, 0.000000, 0.500000, 0.500000), v4.yyyx - mul r5.xy, r4.zwzz, l(0.500000, 0.500000, 0.000000, 0.000000) - round_ni r5.xy, r5.xyxx - mad r4.zw, r4.zzzw, l(0.000000, 0.000000, 0.500000, 0.500000), -r5.xxxy - add r4.zw, r4.zzzw, l(0.000000, 0.000000, -0.500000, -0.500000) - max r4.zw, r4.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000) - mad r4.zw, r4.zzzw, l(0.000000, 0.000000, 2.000000, 2.000000), r5.xxxy - mul r5.xy, r4.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000) - round_ni r5.xy, r5.xyxx - mad r4.xy, r4.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000), -r5.xyxx - add r4.xy, r4.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000) - max r4.xy, r4.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000) - mad r4.xy, r4.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), r5.xyxx - add r4.xy, -r4.xyxx, r4.zwzz - div r4.xy, r4.xyxx, r0.wwww - add r4.zw, -r4.xxxy, l(0.000000, 0.000000, 1.000000, 1.000000) - mul r0.w, r4.w, r4.z - mad r0.w, r4.x, r4.y, r0.w - mad r0.w, -r0.w, l(0.250000), l(1.000000) - mul r4.xyz, r0.wwww, r2.xyzx - movc r3.xyz, r0.yyyy, r4.xyzx, r2.xyzx -endif -dp3 r0.y, cb0[33].xyzx, r1.xyzx -mul r0.z, r0.z, -r0.y -max r0.z, r0.z, l(0.000000) -mul r1.xyz, r0.zzzz, r3.xyzx -mul r2.xyz, r3.xyzx, l(4.000000, 4.000000, 4.000000, 0.000000) -mad r0.yzw, r0.yyyy, l(0.000000, -0.500000, -0.500000, -1.000000), l(0.000000, 0.500000, 0.500000, 0.000000) -mad r0.yzw, r0.yyzw, l(0.000000, 0.020000, 0.012500, 0.007500), l(0.000000, 0.025000, 0.025000, 0.030000) -mul r0.yzw, r0.yyzw, r2.xxyz -mul r0.yzw, r0.xxxx, r0.yyzw -mad r0.xyz, r1.xyzx, r0.xxxx, r0.yzwy -mul r0.w, v8.z, cb0[17].w -mul r0.w, r0.w, l(1.442695) -exp r0.w, r0.w -add r0.xyz, r0.xyzx, -cb0[17].xyzx -mad r0.xyz, r0.wwww, r0.xyzx, cb0[17].xyzx -log r0.xyz, |r0.xyzx| -mul r0.xyz, r0.xyzx, l(0.454545, 0.454545, 0.454545, 0.000000) -exp o0.xyz, r0.xyzx -mov o0.w, l(1.000000) -ret -// Approximately 179 instruction slots used -#endif - -const BYTE g_meshPS[] = -{ - 68, 88, 66, 67, 162, 143, - 63, 83, 112, 221, 166, 253, - 12, 109, 97, 84, 15, 129, - 226, 222, 1, 0, 0, 0, - 8, 30, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 116, 4, 0, 0, 152, 5, - 0, 0, 204, 5, 0, 0, - 108, 29, 0, 0, 82, 68, - 69, 70, 56, 4, 0, 0, - 1, 0, 0, 0, 196, 0, - 0, 0, 3, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 4, 4, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 156, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 3, 0, - 0, 0, 170, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 4, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 1, 0, 0, 0, 184, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 1, 0, 0, 0, - 115, 104, 97, 100, 111, 119, - 83, 97, 109, 112, 108, 101, - 114, 0, 115, 104, 97, 100, - 111, 119, 84, 101, 120, 116, - 117, 114, 101, 0, 99, 111, - 110, 115, 116, 66, 117, 102, - 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65, 0, 0, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 128, 62, 1, 64, - 0, 0, 0, 0, 128, 63, - 56, 0, 0, 7, 114, 0, - 16, 0, 4, 0, 0, 0, - 246, 15, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 55, 0, - 0, 9, 114, 0, 16, 0, - 3, 0, 0, 0, 86, 5, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 4, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 21, 0, - 0, 1, 16, 0, 0, 8, - 34, 0, 16, 0, 0, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 33, 0, - 0, 0, 70, 2, 16, 0, - 1, 0, 0, 0, 56, 0, - 0, 8, 66, 0, 16, 0, - 0, 0, 0, 0, 42, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 128, 65, 0, - 0, 0, 0, 0, 0, 0, - 52, 0, 0, 7, 66, 0, - 16, 0, 0, 0, 0, 0, - 42, 0, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 0, 0, 56, 0, - 0, 7, 114, 0, 16, 0, - 1, 0, 0, 0, 166, 10, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 3, 0, - 0, 0, 56, 0, 0, 10, - 114, 0, 16, 0, 2, 0, - 0, 0, 70, 2, 16, 0, - 3, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 64, - 0, 0, 128, 64, 0, 0, - 128, 64, 0, 0, 0, 0, - 50, 0, 0, 15, 226, 0, - 16, 0, 0, 0, 0, 0, - 86, 5, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 191, 0, 0, 0, 191, - 0, 0, 128, 191, 2, 64, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 63, 0, 0, - 0, 63, 0, 0, 0, 0, - 50, 0, 0, 15, 226, 0, - 16, 0, 0, 0, 0, 0, - 86, 14, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 11, 215, - 163, 60, 206, 204, 76, 60, - 148, 194, 245, 59, 2, 64, - 0, 0, 0, 0, 0, 0, - 205, 204, 204, 60, 205, 204, - 204, 60, 143, 194, 245, 60, - 56, 0, 0, 7, 226, 0, - 16, 0, 0, 0, 0, 0, - 86, 14, 16, 0, 0, 0, - 0, 0, 6, 9, 16, 0, - 2, 0, 0, 0, 56, 0, - 0, 7, 226, 0, 16, 0, - 0, 0, 0, 0, 6, 0, - 16, 0, 0, 0, 0, 0, - 86, 14, 16, 0, 0, 0, - 0, 0, 50, 0, 0, 9, - 114, 0, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 1, 0, 0, 0, 6, 0, - 16, 0, 0, 0, 0, 0, - 150, 7, 16, 0, 0, 0, - 0, 0, 56, 0, 0, 8, - 130, 0, 16, 0, 0, 0, - 0, 0, 42, 16, 16, 0, - 8, 0, 0, 0, 58, 128, - 32, 0, 0, 0, 0, 0, - 17, 0, 0, 0, 56, 0, - 0, 7, 130, 0, 16, 0, - 0, 0, 0, 0, 58, 0, - 16, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 59, 170, - 184, 63, 25, 0, 0, 5, - 130, 0, 16, 0, 0, 0, - 0, 0, 58, 0, 16, 0, - 0, 0, 0, 0, 0, 0, - 0, 9, 114, 0, 16, 0, - 0, 0, 0, 0, 70, 2, - 16, 0, 0, 0, 0, 0, - 70, 130, 32, 128, 65, 0, - 0, 0, 0, 0, 0, 0, - 17, 0, 0, 0, 50, 0, - 0, 10, 114, 0, 16, 0, - 0, 0, 0, 0, 246, 15, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 17, 0, - 0, 0, 47, 0, 0, 6, - 114, 0, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 128, - 129, 0, 0, 0, 0, 0, - 0, 0, 56, 0, 0, 10, - 114, 0, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 47, 186, 232, 62, - 47, 186, 232, 62, 47, 186, - 232, 62, 0, 0, 0, 0, - 25, 0, 0, 5, 114, 32, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 54, 0, 0, 5, - 130, 32, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 128, 63, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 179, 0, - 0, 0, 6, 0, 0, 0, - 0, 0, 0, 0, 8, 0, - 0, 0, 146, 0, 0, 0, - 1, 0, 0, 0, 4, 0, - 0, 0, 4, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 12, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 3, 0, 0, 0, 4, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/meshShadowPS.hlsl b/demo/d3d11/shaders/meshShadowPS.hlsl deleted file mode 100644 index cb60c22..0000000 --- a/demo/d3d11/shaders/meshShadowPS.hlsl +++ /dev/null @@ -1,11 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - MeshShaderConst gParams; -}; - -float4 meshPS_Shadow(MeshVertexOut input) : SV_TARGET -{ - return float4(0.0, 0.0, 0.0, 1.0); -} diff --git a/demo/d3d11/shaders/meshShadowPS.hlsl.h b/demo/d3d11/shaders/meshShadowPS.hlsl.h deleted file mode 100644 index 3794f61..0000000 --- a/demo/d3d11/shaders/meshShadowPS.hlsl.h +++ /dev/null @@ -1,156 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xyzw 1 NONE float -// TEXCOORD 1 xyzw 2 NONE float -// TEXCOORD 2 xyzw 3 NONE float -// TEXCOORD 3 xyzw 4 NONE float -// TEXCOORD 4 xyzw 5 NONE float -// TEXCOORD 5 xyzw 6 NONE float -// TEXCOORD 6 xyzw 7 NONE float -// TEXCOORD 7 xyzw 8 NONE float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_output o0.xyzw -mov o0.xyzw, l(0,0,0,1.000000) -ret -// Approximately 2 instruction slots used -#endif - -const BYTE g_meshPS_Shadow[] = -{ - 68, 88, 66, 67, 106, 78, - 82, 142, 162, 137, 138, 82, - 3, 68, 165, 116, 56, 116, - 165, 11, 1, 0, 0, 0, - 192, 2, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 172, 0, 0, 0, 172, 1, - 0, 0, 224, 1, 0, 0, - 36, 2, 0, 0, 82, 68, - 69, 70, 112, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 60, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 77, 105, 99, 114, 111, 115, - 111, 102, 116, 32, 40, 82, - 41, 32, 72, 76, 83, 76, - 32, 83, 104, 97, 100, 101, - 114, 32, 67, 111, 109, 112, - 105, 108, 101, 114, 32, 54, - 46, 51, 46, 57, 54, 48, - 48, 46, 49, 54, 51, 56, - 52, 0, 171, 171, 73, 83, - 71, 78, 248, 0, 0, 0, - 9, 0, 0, 0, 8, 0, - 0, 0, 224, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 2, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 3, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 4, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 5, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 5, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 6, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 6, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 7, 0, 0, 0, 15, 0, - 0, 0, 236, 0, 0, 0, - 7, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 8, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 84, 69, 88, 67, - 79, 79, 82, 68, 0, 171, - 171, 171, 79, 83, 71, 78, - 44, 0, 0, 0, 1, 0, - 0, 0, 8, 0, 0, 0, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 15, 0, 0, 0, - 83, 86, 95, 84, 65, 82, - 71, 69, 84, 0, 171, 171, - 83, 72, 69, 88, 60, 0, - 0, 0, 80, 0, 0, 0, - 15, 0, 0, 0, 106, 8, - 0, 1, 101, 0, 0, 3, - 242, 32, 16, 0, 0, 0, - 0, 0, 54, 0, 0, 8, - 242, 32, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 128, 63, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/meshVS.hlsl b/demo/d3d11/shaders/meshVS.hlsl deleted file mode 100644 index 09f78ec..0000000 --- a/demo/d3d11/shaders/meshVS.hlsl +++ /dev/null @@ -1,91 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - MeshShaderConst gParams; -}; - -MeshVertexOut meshVS(MeshVertexIn input) -{ - float4 gl_Position; - float4 gl_TexCoord[8]; - - { - [unroll] - for (int i = 0; i < 8; i++) - gl_TexCoord[i] = float4(0.0f, 0.0f, 0.0f, 0.0f); - } - - const float4x4 gl_ModelViewProjectionMatrix = gParams.modelviewprojection; - const float4x4 gl_ModelViewMatrix = gParams.modelview; - const float4x4 objectTransform = gParams.objectTransform; - const float4x4 lightTransform = gParams.lightTransform; - const float3 lightDir = gParams.lightDir; - const float bias = gParams.bias; - const float4 clipPlane = gParams.clipPlane; - const float expand = gParams.expand; - const float4 gl_Color = gParams.color; - const float4 gl_SecondaryColor = gParams.secondaryColor; - - const float3 gl_Vertex = input.position; - const float3 gl_Normal = input.normal; - const float2 gl_MultiTexCoord0 = input.texCoord; - - float3 n = normalize(mul(objectTransform, float4(gl_Normal, 0.0)).xyz); - float3 p = mul(objectTransform, float4(gl_Vertex.xyz, 1.0)).xyz; - - // calculate window-space point size - gl_Position = mul(gl_ModelViewProjectionMatrix, float4(p + expand * n, 1.0)); - - gl_TexCoord[0].xyz = n; - gl_TexCoord[1] = mul(lightTransform, float4(p + n * bias, 1.0)); - gl_TexCoord[2] = mul(gl_ModelViewMatrix, float4(lightDir, 0.0)); - gl_TexCoord[3].xyz = p; - if (gParams.colorArray) - gl_TexCoord[4] = input.color; - else - gl_TexCoord[4] = gl_Color; - gl_TexCoord[5].xy = gl_MultiTexCoord0; - gl_TexCoord[5].y = 1.0f - gl_TexCoord[5].y; // flip the y component of uv (glsl to hlsl conversion) - gl_TexCoord[6] = gl_SecondaryColor; - gl_TexCoord[7] = mul(gl_ModelViewMatrix, float4(gl_Vertex.xyz, 1.0)); - - MeshVertexOut output; - output.position = gl_Position; - { - [unroll] - for (int i = 0; i < 8; i++) - output.texCoord[i] = gl_TexCoord[i]; - } - - return output; - - /* - uniform mat4 lightTransform; - uniform vec3 lightDir; - uniform float bias; - uniform vec4 clipPlane; - uniform float expand; - - uniform mat4 objectTransform; - - void main() - { - vec3 n = normalize((objectTransform*vec4(gl_Normal, 0.0)).xyz); - vec3 p = (objectTransform*vec4(gl_Vertex.xyz, 1.0)).xyz; - - // calculate window-space point size - gl_Position = gl_ModelViewProjectionMatrix * vec4(p + expand*n, 1.0); - - gl_TexCoord[0].xyz = n; - gl_TexCoord[1] = lightTransform*vec4(p + n*bias, 1.0); - gl_TexCoord[2] = gl_ModelViewMatrix*vec4(lightDir, 0.0); - gl_TexCoord[3].xyz = p; - gl_TexCoord[4] = gl_Color; - gl_TexCoord[5] = gl_MultiTexCoord0; - gl_TexCoord[6] = gl_SecondaryColor; - gl_TexCoord[7] = gl_ModelViewMatrix*vec4(gl_Vertex.xyz, 1.0); - - gl_ClipDistance[0] = dot(clipPlane, vec4(gl_Vertex.xyz, 1.0)); - */ -} diff --git a/demo/d3d11/shaders/meshVS.hlsl.h b/demo/d3d11/shaders/meshVS.hlsl.h deleted file mode 100644 index cc314af..0000000 --- a/demo/d3d11/shaders/meshVS.hlsl.h +++ /dev/null @@ -1,635 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct MeshShaderConst -// { -// -// float4x4 modelviewprojection; // Offset: 0 -// float4x4 modelview; // Offset: 64 -// float4x4 objectTransform; // Offset: 128 -// float4x4 lightTransform; // Offset: 192 -// float4 clipPlane; // Offset: 256 -// float4 fogColor; // Offset: 272 -// float4 color; // Offset: 288 -// float4 secondaryColor; // Offset: 304 -// float4 shadowTaps[12]; // Offset: 320 -// float3 lightPos; // Offset: 512 -// float _pad0; // Offset: 524 -// float3 lightDir; // Offset: 528 -// float _pad1; // Offset: 540 -// float bias; // Offset: 544 -// float expand; // Offset: 548 -// float spotMin; // Offset: 552 -// float spotMax; // Offset: 556 -// int grid; // Offset: 560 -// int tex; // Offset: 564 -// int colorArray; // Offset: 568 -// int _pad2; // Offset: 572 -// -// } gParams; // Offset: 0 Size: 576 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyz 0 NONE float xyz -// NORMAL 0 xyz 1 NONE float xyz -// TEXCOORD 0 xy 2 NONE float xy -// COLOR 0 xyzw 3 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xyzw 1 NONE float xyzw -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyzw -// TEXCOORD 3 xyzw 4 NONE float xyzw -// TEXCOORD 4 xyzw 5 NONE float xyzw -// TEXCOORD 5 xyzw 6 NONE float xyzw -// TEXCOORD 6 xyzw 7 NONE float xyzw -// TEXCOORD 7 xyzw 8 NONE float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[36], immediateIndexed -dcl_input v0.xyz -dcl_input v1.xyz -dcl_input v2.xy -dcl_input v3.xyzw -dcl_output_siv o0.xyzw, position -dcl_output o1.xyzw -dcl_output o2.xyzw -dcl_output o3.xyzw -dcl_output o4.xyzw -dcl_output o5.xyzw -dcl_output o6.xyzw -dcl_output o7.xyzw -dcl_output o8.xyzw -dcl_temps 4 -mul r0.xyz, v1.yyyy, cb0[9].xyzx -mad r0.xyz, cb0[8].xyzx, v1.xxxx, r0.xyzx -mad r0.xyz, cb0[10].xyzx, v1.zzzz, r0.xyzx -dp3 r0.w, r0.xyzx, r0.xyzx -rsq r0.w, r0.w -mul r0.xyz, r0.wwww, r0.xyzx -mul r1.xyz, v0.yyyy, cb0[9].xyzx -mad r1.xyz, cb0[8].xyzx, v0.xxxx, r1.xyzx -mad r1.xyz, cb0[10].xyzx, v0.zzzz, r1.xyzx -add r1.xyz, r1.xyzx, cb0[11].xyzx -mad r2.xyz, cb0[34].yyyy, r0.xyzx, r1.xyzx -mul r3.xyzw, r2.yyyy, cb0[1].xyzw -mad r3.xyzw, cb0[0].xyzw, r2.xxxx, r3.xyzw -mad r2.xyzw, cb0[2].xyzw, r2.zzzz, r3.xyzw -add o0.xyzw, r2.xyzw, cb0[3].xyzw -mov o1.xyz, r0.xyzx -mad r0.xyz, r0.xyzx, cb0[34].xxxx, r1.xyzx -mov o4.xyz, r1.xyzx -mov o1.w, l(0) -mul r1.xyzw, r0.yyyy, cb0[13].xyzw -mad r1.xyzw, cb0[12].xyzw, r0.xxxx, r1.xyzw -mad r0.xyzw, cb0[14].xyzw, r0.zzzz, r1.xyzw -add o2.xyzw, r0.xyzw, cb0[15].xyzw -mul r0.xyzw, cb0[5].xyzw, cb0[33].yyyy -mad r0.xyzw, cb0[4].xyzw, cb0[33].xxxx, r0.xyzw -mad o3.xyzw, cb0[6].xyzw, cb0[33].zzzz, r0.xyzw -mov o4.w, l(0) -movc o5.xyzw, cb0[35].zzzz, v3.xyzw, cb0[18].xyzw -mad o6.xy, v2.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000), l(0.000000, 1.000000, 0.000000, 0.000000) -mov o6.zw, l(0,0,0,0) -mov o7.xyzw, cb0[19].xyzw -mul r0.xyzw, v0.yyyy, cb0[5].xyzw -mad r0.xyzw, cb0[4].xyzw, v0.xxxx, r0.xyzw -mad r0.xyzw, cb0[6].xyzw, v0.zzzz, r0.xyzw -add o8.xyzw, r0.xyzw, cb0[7].xyzw -ret -// Approximately 36 instruction slots used -#endif - -const BYTE g_meshVS[] = -{ - 68, 88, 66, 67, 128, 165, - 34, 49, 122, 47, 91, 168, - 78, 217, 246, 213, 221, 36, - 22, 221, 1, 0, 0, 0, - 204, 11, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 24, 4, 0, 0, 168, 4, - 0, 0, 168, 5, 0, 0, - 48, 11, 0, 0, 82, 68, - 69, 70, 220, 3, 0, 0, - 1, 0, 0, 0, 104, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 254, 255, 0, 1, 0, 0, - 168, 3, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 99, 111, 110, 115, - 116, 66, 117, 102, 0, 171, - 171, 171, 92, 0, 0, 0, - 1, 0, 0, 0, 128, 0, - 0, 0, 64, 2, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 168, 0, 0, 0, - 0, 0, 0, 0, 64, 2, - 0, 0, 2, 0, 0, 0, - 132, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 103, 80, 97, 114, 97, 109, - 115, 0, 77, 101, 115, 104, - 83, 104, 97, 100, 101, 114, - 67, 111, 110, 115, 116, 0, - 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242, 0, 16, 0, 2, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 166, 10, 16, 0, - 2, 0, 0, 0, 70, 14, - 16, 0, 3, 0, 0, 0, - 0, 0, 0, 8, 242, 32, - 16, 0, 0, 0, 0, 0, - 70, 14, 16, 0, 2, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 54, 0, 0, 5, - 114, 32, 16, 0, 1, 0, - 0, 0, 70, 2, 16, 0, - 0, 0, 0, 0, 50, 0, - 0, 10, 114, 0, 16, 0, - 0, 0, 0, 0, 70, 2, - 16, 0, 0, 0, 0, 0, - 6, 128, 32, 0, 0, 0, - 0, 0, 34, 0, 0, 0, - 70, 2, 16, 0, 1, 0, - 0, 0, 54, 0, 0, 5, - 114, 32, 16, 0, 4, 0, - 0, 0, 70, 2, 16, 0, - 1, 0, 0, 0, 54, 0, - 0, 5, 130, 32, 16, 0, - 1, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 0, 0, - 56, 0, 0, 8, 242, 0, - 16, 0, 1, 0, 0, 0, - 86, 5, 16, 0, 0, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 13, 0, - 0, 0, 50, 0, 0, 10, - 242, 0, 16, 0, 1, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 12, 0, - 0, 0, 6, 0, 16, 0, - 0, 0, 0, 0, 70, 14, - 16, 0, 1, 0, 0, 0, - 50, 0, 0, 10, 242, 0, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 14, 0, 0, 0, - 166, 10, 16, 0, 0, 0, - 0, 0, 70, 14, 16, 0, - 1, 0, 0, 0, 0, 0, - 0, 8, 242, 32, 16, 0, - 2, 0, 0, 0, 70, 14, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 15, 0, 0, 0, - 56, 0, 0, 9, 242, 0, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 5, 0, 0, 0, - 86, 133, 32, 0, 0, 0, - 0, 0, 33, 0, 0, 0, - 50, 0, 0, 11, 242, 0, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 6, 128, 32, 0, 0, 0, - 0, 0, 33, 0, 0, 0, - 70, 14, 16, 0, 0, 0, - 0, 0, 50, 0, 0, 11, - 242, 32, 16, 0, 3, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 6, 0, - 0, 0, 166, 138, 32, 0, - 0, 0, 0, 0, 33, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 54, 0, - 0, 5, 130, 32, 16, 0, - 4, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 0, 0, - 55, 0, 0, 11, 242, 32, - 16, 0, 5, 0, 0, 0, - 166, 138, 32, 0, 0, 0, - 0, 0, 35, 0, 0, 0, - 70, 30, 16, 0, 3, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 18, 0, - 0, 0, 50, 0, 0, 15, - 50, 32, 16, 0, 6, 0, - 0, 0, 70, 16, 16, 0, - 2, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 63, - 0, 0, 128, 191, 0, 0, - 0, 0, 0, 0, 0, 0, - 2, 64, 0, 0, 0, 0, - 0, 0, 0, 0, 128, 63, - 0, 0, 0, 0, 0, 0, - 0, 0, 54, 0, 0, 8, - 194, 32, 16, 0, 6, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 54, 0, - 0, 6, 242, 32, 16, 0, - 7, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 19, 0, 0, 0, 56, 0, - 0, 8, 242, 0, 16, 0, - 0, 0, 0, 0, 86, 21, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 5, 0, 0, 0, - 50, 0, 0, 10, 242, 0, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 6, 16, 16, 0, 0, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 50, 0, - 0, 10, 242, 0, 16, 0, - 0, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 6, 0, 0, 0, 166, 26, - 16, 0, 0, 0, 0, 0, - 70, 14, 16, 0, 0, 0, - 0, 0, 0, 0, 0, 8, - 242, 32, 16, 0, 8, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 7, 0, 0, 0, 62, 0, - 0, 1, 83, 84, 65, 84, - 148, 0, 0, 0, 36, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 13, 0, - 0, 0, 28, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 6, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0 -}; diff --git a/demo/d3d11/shaders/passThroughVS.hlsl b/demo/d3d11/shaders/passThroughVS.hlsl deleted file mode 100644 index 9b16afa..0000000 --- a/demo/d3d11/shaders/passThroughVS.hlsl +++ /dev/null @@ -1,26 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - FluidShaderConst gParams; -}; - -PassthroughVertexOut passThroughVS(PassthroughVertexIn input) -{ - float4 gl_Vertex = float4(input.position, 0.0f, 1.0f); - float2 gl_MultiTexCoord0 = input.texCoord; - - PassthroughVertexOut output; - output.position = gl_Vertex; - output.texCoord[0] = gl_MultiTexCoord0; - - return output; - - /* - void main() - { - gl_Position = vec4(gl_Vertex.xyz, 1.0); - gl_TexCoord[0] = gl_MultiTexCoord0; - } - */ -} diff --git a/demo/d3d11/shaders/passThroughVS.hlsl.h b/demo/d3d11/shaders/passThroughVS.hlsl.h deleted file mode 100644 index 4b1b2cf..0000000 --- a/demo/d3d11/shaders/passThroughVS.hlsl.h +++ /dev/null @@ -1,145 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xy 0 NONE float xy -// TEXCOORD 0 xy 1 NONE float xy -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xy 1 NONE float xy -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_input v0.xy -dcl_input v1.xy -dcl_output_siv o0.xyzw, position -dcl_output o1.xy -mov o0.xy, v0.xyxx -mov o0.zw, l(0,0,0,1.000000) -mov o1.xy, v1.xyxx -ret -// Approximately 4 instruction slots used -#endif - -const BYTE g_passThroughVS[] = -{ - 68, 88, 66, 67, 187, 133, - 114, 171, 205, 36, 113, 9, - 245, 108, 33, 122, 172, 89, - 138, 214, 1, 0, 0, 0, - 136, 2, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 172, 0, 0, 0, 0, 1, - 0, 0, 88, 1, 0, 0, - 236, 1, 0, 0, 82, 68, - 69, 70, 112, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 254, 255, 0, 1, 0, 0, - 60, 0, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 77, 105, 99, 114, 111, 115, - 111, 102, 116, 32, 40, 82, - 41, 32, 72, 76, 83, 76, - 32, 83, 104, 97, 100, 101, - 114, 32, 67, 111, 109, 112, - 105, 108, 101, 114, 32, 54, - 46, 51, 46, 57, 54, 48, - 48, 46, 49, 54, 51, 56, - 52, 0, 171, 171, 73, 83, - 71, 78, 76, 0, 0, 0, - 2, 0, 0, 0, 8, 0, - 0, 0, 56, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 3, 3, - 0, 0, 65, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 3, 3, - 0, 0, 80, 79, 83, 73, - 84, 73, 79, 78, 0, 84, - 69, 88, 67, 79, 79, 82, - 68, 0, 171, 171, 79, 83, - 71, 78, 80, 0, 0, 0, - 2, 0, 0, 0, 8, 0, - 0, 0, 56, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 68, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 3, 12, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 84, 69, 88, 67, - 79, 79, 82, 68, 0, 171, - 171, 171, 83, 72, 69, 88, - 140, 0, 0, 0, 80, 0, - 1, 0, 35, 0, 0, 0, - 106, 8, 0, 1, 95, 0, - 0, 3, 50, 16, 16, 0, - 0, 0, 0, 0, 95, 0, - 0, 3, 50, 16, 16, 0, - 1, 0, 0, 0, 103, 0, - 0, 4, 242, 32, 16, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 101, 0, 0, 3, - 50, 32, 16, 0, 1, 0, - 0, 0, 54, 0, 0, 5, - 50, 32, 16, 0, 0, 0, - 0, 0, 70, 16, 16, 0, - 0, 0, 0, 0, 54, 0, - 0, 8, 194, 32, 16, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 128, 63, - 54, 0, 0, 5, 50, 32, - 16, 0, 1, 0, 0, 0, - 70, 16, 16, 0, 1, 0, - 0, 0, 62, 0, 0, 1, - 83, 84, 65, 84, 148, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/pointGS.hlsl b/demo/d3d11/shaders/pointGS.hlsl deleted file mode 100644 index 2d8126e..0000000 --- a/demo/d3d11/shaders/pointGS.hlsl +++ /dev/null @@ -1,84 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - PointShaderConst gParams; -}; - -static const float2 corners[4] = -{ - float2(0.0, 1.0), float2(0.0, 0.0), float2(1.0, 1.0), float2(1.0, 0.0) -}; - -[maxvertexcount(4)] -void pointGS(point PointVertexOut input[1], inout TriangleStream<PointGeoOut> triStream) -{ - float4 gl_Position; - float4 gl_TexCoord[6]; - - { - [unroll] - for (int i = 0; i < 6; i++) - gl_TexCoord[i] = float4(0.0f, 0.0f, 0.0f, 0.0f); - } - - const float4x4 gl_ModelViewMatrix = gParams.modelview; - const float pointRadius = gParams.pointRadius; - const float pointScale = gParams.pointScale; - const float4x4 lightTransform = gParams.lightTransform; - const float3 lightDir = gParams.lightDir.xyz; - const int mode = gParams.mode; - - float4 viewPos = input[0].position; - float density = input[0].density; - unsigned int phase = input[0].phase; - float4 gl_Vertex = input[0].vertex; - - //float gl_PointSize = -pointScale * (pointRadius / viewPos.z); - //float spriteSize = (pointRadius / viewPos.z); - float spriteSize = pointRadius * 2; - - PointGeoOut output; - - for (int i = 0; i < 4; ++i) - { - - float4 eyePos = viewPos; // start with point position - eyePos.xy += spriteSize * (corners[i] - float2(0.5, 0.5)); // add corner position - gl_Position = mul(gParams.projection, eyePos); // complete transformation - - gl_TexCoord[0].xy = corners[i].xy; // use corner as texCoord - gl_TexCoord[0].y = 1.0f - gl_TexCoord[0].y; // flip the y component of uv (glsl to hlsl conversion) - gl_TexCoord[1] = mul(lightTransform, float4(gl_Vertex.xyz - lightDir * pointRadius * 2.0, 1.0)); - gl_TexCoord[2] = mul(gl_ModelViewMatrix, float4(lightDir, 0.0)); - - if (mode == 1) - { - // density visualization - if (density < 0.0f) - gl_TexCoord[3].xyz = lerp(float3(0.1, 0.1, 1.0), float3(0.1, 1.0, 1.0), -density); - else - gl_TexCoord[3].xyz = lerp(float3(1.0, 1.0, 1.0), float3(0.1, 0.2, 1.0), density); - } - else if (mode == 2) - { - //gl_PointSize *= clamp(gl_Vertex.w * 0.25, 0.0f, 1.0); - float tmp = clamp(gl_Vertex.w * 0.05, 0.0f, 1.0); - gl_TexCoord[3].xyzw = float4(tmp, tmp, tmp, tmp); - } - else - { - gl_TexCoord[3].xyz = lerp(gParams.colors[phase % 8].xyz * 2.0, float3(1.0, 1.0, 1.0), 0.1); - } - - gl_TexCoord[4].xyz = gl_Vertex.xyz; - gl_TexCoord[5].xyz = viewPos.xyz; - - output.position = gl_Position; - [unroll] - for (int j = 0; j < 6; j++) - output.texCoord[j] = gl_TexCoord[j]; - - triStream.Append(output); - } -} diff --git a/demo/d3d11/shaders/pointGS.hlsl.h b/demo/d3d11/shaders/pointGS.hlsl.h deleted file mode 100644 index afc1b76..0000000 --- a/demo/d3d11/shaders/pointGS.hlsl.h +++ /dev/null @@ -1,740 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct PointShaderConst -// { -// -// float4x4 modelview; // Offset: 0 -// float4x4 projection; // Offset: 64 -// float4x4 lightTransform; // Offset: 128 -// float4 colors[8]; // Offset: 192 -// float4 shadowTaps[12]; // Offset: 320 -// float3 lightPos; // Offset: 512 -// float _pad0; // Offset: 524 -// float3 lightDir; // Offset: 528 -// float _pad1; // Offset: 540 -// float pointRadius; // Offset: 544 -// float pointScale; // Offset: 548 -// float spotMin; // Offset: 552 -// float spotMax; // Offset: 556 -// int mode; // Offset: 560 -// int _pad2[3]; // Offset: 576 -// -// } gParams; // Offset: 0 Size: 612 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// DENSITY 0 x 1 NONE float x -// PHASE 0 x 2 NONE int x -// VERTEX 0 xyzw 3 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xyzw 1 NONE float xyzw -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyzw -// TEXCOORD 3 xyzw 4 NONE float xyzw -// TEXCOORD 4 xyzw 5 NONE float xyzw -// TEXCOORD 5 xyzw 6 NONE float xyzw -// -gs_5_0 -dcl_globalFlags refactoringAllowed -dcl_immediateConstantBuffer { { 0, 1.000000, 0, 0}, - { 0, 0, 0, 0}, - { 1.000000, 1.000000, 0, 0}, - { 1.000000, 0, 0, 0} } -dcl_constantbuffer cb0[36], dynamicIndexed -dcl_input v[1][0].xyzw -dcl_input v[1][1].x -dcl_input v[1][2].x -dcl_input v[1][3].xyzw -dcl_temps 8 -dcl_indexableTemp x0[6], 4 -dcl_inputprimitive point -dcl_stream m0 -dcl_outputtopology trianglestrip -dcl_output_siv o0.xyzw, position -dcl_output o1.xyzw -dcl_output o2.xyzw -dcl_output o3.xyzw -dcl_output o4.xyzw -dcl_output o5.xyzw -dcl_output o6.xyzw -dcl_maxout 4 -mov x0[3].w, l(0) -add r0.x, cb0[34].x, cb0[34].x -mul r0.yzw, cb0[33].xxyz, cb0[34].xxxx -mad r0.yzw, -r0.yyzw, l(0.000000, 2.000000, 2.000000, 2.000000), v[0][3].xxyz -mul r1.xyzw, r0.zzzz, cb0[9].xyzw -mad r1.xyzw, cb0[8].xyzw, r0.yyyy, r1.xyzw -mad r1.xyzw, cb0[10].xyzw, r0.wwww, r1.xyzw -add r1.xyzw, r1.xyzw, cb0[11].xyzw -mul r2.xyzw, cb0[1].xyzw, cb0[33].yyyy -mad r2.xyzw, cb0[0].xyzw, cb0[33].xxxx, r2.xyzw -mad r2.xyzw, cb0[2].xyzw, cb0[33].zzzz, r2.xyzw -lt r0.y, v[0][1].x, l(0.000000) -mad r3.xyz, v[0][1].xxxx, l(0.000000, -0.900000, 0.000000, 0.000000), l(0.100000, 0.100000, 1.000000, 0.000000) -mad r4.xyz, v[0][1].xxxx, l(-0.900000, -0.800000, 0.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000) -ieq r0.zw, l(0, 0, 1, 2), cb0[35].xxxx -mul r3.w, l(0.050000), v[0][3].w -mov_sat r5.xyz, r3.wwww -and r3.w, l(7), v[0][2].x -add r6.xyz, cb0[r3.w + 12].xyzx, cb0[r3.w + 12].xyzx -mad r7.xyz, -cb0[r3.w + 12].xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(1.000000, 1.000000, 1.000000, 0.000000) -mad r6.xyz, r7.xyzx, l(0.100000, 0.100000, 0.100000, 0.000000), r6.xyzx -movc r3.xyz, r0.yyyy, r3.xyzx, r4.xyzx -mov r0.y, l(0) -loop - ige r3.w, r0.y, l(4) - breakc_nz r3.w - add r4.xy, l(-0.500000, -0.500000, 0.000000, 0.000000), icb[r0.y + 0].xyxx - mad r4.xy, r0.xxxx, r4.xyxx, v[0][0].xyxx - mul r7.xyzw, r4.yyyy, cb0[5].xyzw - mad r4.xyzw, cb0[4].xyzw, r4.xxxx, r7.xyzw - mad r4.xyzw, cb0[6].xyzw, v[0][0].zzzz, r4.xyzw - mad r4.xyzw, cb0[7].xyzw, v[0][0].wwww, r4.xyzw - add r3.w, l(1.000000), -icb[r0.y + 0].y - if_nz r0.z - mov r7.xyz, r3.xyzx - else - if_nz r0.w - mov x0[3].w, r5.z - mov r7.xyz, r5.xyzx - else - mov r7.xyz, r6.xyzx - endif - endif - mov r5.w, x0[3].w - mov o0.xyzw, r4.xyzw - mov o1.x, icb[r0.y + 0].x - mov o1.y, r3.w - mov o1.zw, l(0,0,0,0) - mov o2.xyzw, r1.xyzw - mov o3.xyzw, r2.xyzw - mov o4.xyz, r7.xyzx - mov o4.w, r5.w - mov o5.xyz, v[0][3].xyzx - mov o5.w, l(0) - mov o6.xyz, v[0][0].xyzx - mov o6.w, l(0) - emit_stream m0 - iadd r0.y, r0.y, l(1) -endloop -ret -// Approximately 60 instruction slots used -#endif - -const BYTE g_pointGS[] = -{ - 68, 88, 66, 67, 83, 238, - 66, 156, 86, 118, 105, 62, - 85, 224, 176, 224, 229, 4, - 226, 151, 1, 0, 0, 0, - 188, 13, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 176, 3, 0, 0, 64, 4, - 0, 0, 44, 5, 0, 0, - 32, 13, 0, 0, 82, 68, - 69, 70, 116, 3, 0, 0, - 1, 0, 0, 0, 104, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 83, 71, 0, 1, 0, 0, - 64, 3, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 99, 111, 110, 115, - 116, 66, 117, 102, 0, 171, - 171, 171, 92, 0, 0, 0, - 1, 0, 0, 0, 128, 0, - 0, 0, 112, 2, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 168, 0, 0, 0, - 0, 0, 0, 0, 100, 2, - 0, 0, 2, 0, 0, 0, - 28, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 103, 80, 97, 114, 97, 109, - 115, 0, 80, 111, 105, 110, - 116, 83, 104, 97, 100, 101, - 114, 67, 111, 110, 115, 116, - 0, 109, 111, 100, 101, 108, - 118, 105, 101, 119, 0, 102, - 108, 111, 97, 116, 52, 120, - 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0, 0, 1, 64, 0, 0, - 0, 0, 0, 0, 54, 0, - 0, 6, 114, 32, 16, 0, - 6, 0, 0, 0, 70, 18, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 54, 0, - 0, 5, 130, 32, 16, 0, - 6, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 0, 0, - 117, 0, 0, 3, 0, 0, - 17, 0, 0, 0, 0, 0, - 30, 0, 0, 7, 34, 0, - 16, 0, 0, 0, 0, 0, - 26, 0, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 1, 0, 0, 0, 22, 0, - 0, 1, 62, 0, 0, 1, - 83, 84, 65, 84, 148, 0, - 0, 0, 60, 0, 0, 0, - 8, 0, 0, 0, 4, 0, - 0, 0, 11, 0, 0, 0, - 24, 0, 0, 0, 3, 0, - 0, 0, 1, 0, 0, 0, - 3, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 6, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 5, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 5, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/pointPS.hlsl b/demo/d3d11/shaders/pointPS.hlsl deleted file mode 100644 index e8bcaf4..0000000 --- a/demo/d3d11/shaders/pointPS.hlsl +++ /dev/null @@ -1,103 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - PointShaderConst gParams; -}; - -Texture2D<float> shadowTexture : register(t0); // shadow map - -SamplerComparisonState shadowSampler : register(s0); // texture sample used to sample depth from shadow texture in this sample - -float sqr(float x) { return x * x; } - -float shadowSample(float4 gl_TexCoord[6]) -{ - float3 pos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].w); - //float3 uvw = (pos.xyz * 0.5) + vec3(0.5); - float3 uvw = (pos.xyz * float3(0.5, 0.5, 1.0)) + float3(0.5, 0.5, 0.0); - - // user clip - if (uvw.x < 0.0 || uvw.x > 1.0) - return 1.0; - if (uvw.y < 0.0 || uvw.y > 1.0) - return 1.0; - - float s = 0.0; - float radius = 0.002; - - // flip uv y-coordinate - uvw.y = 1.0f - uvw.y; - - [unroll] - for (int i = 0; i < 8; i++) - { - float2 shadowTaps = gParams.shadowTaps[i].xy; - shadowTaps.y = 1.0f - shadowTaps.y; - - //s += shadow2D(shadowTex, vec3(uvw.xy + shadowTaps[i] * radius, uvw.z)).r; - s += shadowTexture.SampleCmpLevelZero(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z); - } - s /= 8.0; - - return s; -} - -float4 pointPS(PointGeoOut input - //, out float gl_FragDepth : SV_DEPTH -) : SV_TARGET -{ - //gl_FragDepth = 0.0f; - - const float spotMin = gParams.spotMin; - const float spotMax = gParams.spotMax; - - float4 gl_FragColor; - float4 gl_TexCoord[6]; - - [unroll] - for (int i = 0; i < 6; i++) - gl_TexCoord[i] = input.texCoord[i]; - - // calculate normal from texture coordinates - float3 normal; - normal.xy = gl_TexCoord[0].xy * float2(2.0, -2.0) + float2(-1.0, 1.0); - float mag = dot(normal.xy, normal.xy); - if (mag > 1.0) discard; // kill pixels outside circle - normal.z = sqrt(1.0 - mag); - - if (gParams.mode == 2) - { - float alpha = normal.z * gl_TexCoord[3].w; - gl_FragColor.xyz = gl_TexCoord[3].xyz * alpha; - gl_FragColor.w = alpha; - - return gl_FragColor; - } - - // calculate lighting - float shadow = shadowSample(gl_TexCoord); - - float3 lPos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].w); - float attenuation = max(smoothstep(spotMax, spotMin, dot(lPos.xy, lPos.xy)), 0.05); - - float3 diffuse = float3(0.9, 0.9, 0.9); - float3 reflectance = gl_TexCoord[3].xyz; - - float3 Lo = diffuse * reflectance * max(0.0, sqr(-dot(gl_TexCoord[2].xyz, normal) * 0.5 + 0.5)) * max(0.2, shadow) * attenuation; - - const float tmp = 1.0 / 2.2; - gl_FragColor = float4(pow(abs(Lo), float3(tmp, tmp, tmp)), 1.0); - - /* - const float pointRadius = gParams.pointRadius; - const float4x4 gl_ProjectionMatrix = gParams.projection; - - float3 eyePos = gl_TexCoord[5].xyz + normal * pointRadius; - float4 ndcPos = mul(gl_ProjectionMatrix, float4(eyePos, 1.0)); - ndcPos.z /= ndcPos.w; - gl_FragDepth = ndcPos.z; - */ - - return gl_FragColor; -} diff --git a/demo/d3d11/shaders/pointPS.hlsl.h b/demo/d3d11/shaders/pointPS.hlsl.h deleted file mode 100644 index 843b166..0000000 --- a/demo/d3d11/shaders/pointPS.hlsl.h +++ /dev/null @@ -1,947 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct PointShaderConst -// { -// -// float4x4 modelview; // Offset: 0 -// float4x4 projection; // Offset: 64 -// float4x4 lightTransform; // Offset: 128 -// float4 colors[8]; // Offset: 192 -// float4 shadowTaps[12]; // Offset: 320 -// float3 lightPos; // Offset: 512 -// float _pad0; // Offset: 524 -// float3 lightDir; // Offset: 528 -// float _pad1; // Offset: 540 -// float pointRadius; // Offset: 544 -// float pointScale; // Offset: 548 -// float spotMin; // Offset: 552 -// float spotMax; // Offset: 556 -// int mode; // Offset: 560 -// int _pad2[3]; // Offset: 576 -// -// } gParams; // Offset: 0 Size: 612 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// shadowSampler sampler_c NA NA 0 1 -// shadowTexture texture float 2d 0 1 -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xyzw 1 NONE float xy -// TEXCOORD 1 xyzw 2 NONE float xyzw -// TEXCOORD 2 xyzw 3 NONE float xyz -// TEXCOORD 3 xyzw 4 NONE float xyzw -// TEXCOORD 4 xyzw 5 NONE float -// TEXCOORD 5 xyzw 6 NONE float -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[36], immediateIndexed -dcl_sampler s0, mode_comparison -dcl_resource_texture2d (float,float,float,float) t0 -dcl_input_ps linear v1.xy -dcl_input_ps linear v2.xyzw -dcl_input_ps linear v3.xyz -dcl_input_ps linear v4.xyzw -dcl_output o0.xyzw -dcl_temps 4 -mad r0.xy, v1.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000) -dp2 r0.x, r0.xyxx, r0.xyxx -lt r0.y, l(1.000000), r0.x -discard_nz r0.y -add r0.x, -r0.x, l(1.000000) -sqrt r0.z, r0.x -ieq r0.w, cb0[35].x, l(2) -if_nz r0.w - mul r0.w, r0.z, v4.w - mul o0.xyz, r0.wwww, v4.xyzx - mov o0.w, r0.w - ret -endif -div r1.xyz, v2.xyzx, v2.wwww -mad r2.xyz, r1.xyzx, l(0.500000, 0.500000, 1.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000) -lt r0.w, r2.x, l(0.000000) -lt r1.z, l(1.000000), r2.x -or r0.w, r0.w, r1.z -if_z r0.w - lt r0.w, r2.y, l(0.000000) - lt r1.z, l(1.000000), r2.y - or r0.w, r0.w, r1.z - if_z r0.w - add r0.w, -cb0[20].y, l(1.000000) - mul r3.x, cb0[20].x, l(0.002000) - mul r3.y, r0.w, l(0.002000) - add r2.w, -r2.y, l(1.000000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r0.w, r1.zwzz, t0.xxxx, s0, r2.z - add r1.z, -cb0[21].y, l(1.000000) - mul r3.x, cb0[21].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - add r1.z, -cb0[22].y, l(1.000000) - mul r3.x, cb0[22].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - add r1.z, -cb0[23].y, l(1.000000) - mul r3.x, cb0[23].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - add r1.z, -cb0[24].y, l(1.000000) - mul r3.x, cb0[24].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - add r1.z, -cb0[25].y, l(1.000000) - mul r3.x, cb0[25].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - add r1.z, -cb0[26].y, l(1.000000) - mul r3.x, cb0[26].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - add r1.z, -cb0[27].y, l(1.000000) - mul r3.x, cb0[27].x, l(0.002000) - mul r3.y, r1.z, l(0.002000) - add r1.zw, r2.xxxw, r3.xxxy - sample_c_lz_indexable(texture2d)(float,float,float,float) r1.z, r1.zwzz, t0.xxxx, s0, r2.z - add r0.w, r0.w, r1.z - mul r0.w, r0.w, l(0.125000) - else - mov r0.w, l(1.000000) - endif -else - mov r0.w, l(1.000000) -endif -dp2 r1.x, r1.xyxx, r1.xyxx -add r1.y, -cb0[34].w, cb0[34].z -add r1.x, r1.x, -cb0[34].w -div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r1.y -mul_sat r1.x, r1.y, r1.x -mad r1.y, r1.x, l(-2.000000), l(3.000000) -mul r1.x, r1.x, r1.x -mul r1.x, r1.x, r1.y -max r1.x, r1.x, l(0.050000) -mul r1.yzw, v4.xxyz, l(0.000000, 0.900000, 0.900000, 0.900000) -mad r0.xy, v1.xyxx, l(2.000000, -2.000000, 0.000000, 0.000000), l(-1.000000, 1.000000, 0.000000, 0.000000) -dp3 r0.x, v3.xyzx, r0.xyzx -mad r0.x, r0.x, l(-0.500000), l(0.500000) -mul r0.x, r0.x, r0.x -mul r0.xyz, r0.xxxx, r1.yzwy -max r0.w, r0.w, l(0.200000) -mul r0.xyz, r0.wwww, r0.xyzx -mul r0.xyz, r1.xxxx, r0.xyzx -log r0.xyz, |r0.xyzx| -mul r0.xyz, r0.xyzx, l(0.454545, 0.454545, 0.454545, 0.000000) -exp o0.xyz, r0.xyzx -mov o0.w, l(1.000000) -ret -// Approximately 101 instruction slots used -#endif - 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-cbuffer constBuf : register(b0) -{ - PointShaderConst gParams; -}; - -PointVertexOut pointVS(PointVertexIn input, uint instance : SV_VertexID) -{ - const float4 gl_Vertex = input.position; - const float4x4 gl_ModelViewMatrix = gParams.modelview; - - float density = input.density; - int phase = input.phase; - - // calculate window-space point size - float4 viewPos = mul(gl_ModelViewMatrix, float4(gl_Vertex.xyz, 1.0)); - - PointVertexOut output; - output.position = viewPos; - output.density = density; - output.phase = phase; - output.vertex = gl_Vertex; - - return output; -} diff --git a/demo/d3d11/shaders/pointVS.hlsl.h b/demo/d3d11/shaders/pointVS.hlsl.h deleted file mode 100644 index b78b3f1..0000000 --- a/demo/d3d11/shaders/pointVS.hlsl.h +++ /dev/null @@ -1,374 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 -// -// -// Buffer Definitions: -// -// cbuffer constBuf -// { -// -// struct PointShaderConst -// { -// -// float4x4 modelview; // Offset: 0 -// float4x4 projection; // Offset: 64 -// float4x4 lightTransform; // Offset: 128 -// float4 colors[8]; // Offset: 192 -// float4 shadowTaps[12]; // Offset: 320 -// float3 lightPos; // Offset: 512 -// float _pad0; // Offset: 524 -// float3 lightDir; // Offset: 528 -// float _pad1; // Offset: 540 -// float pointRadius; // Offset: 544 -// float pointScale; // Offset: 548 -// float spotMin; // Offset: 552 -// float spotMax; // Offset: 556 -// int mode; // Offset: 560 -// int _pad2[3]; // Offset: 576 -// -// } gParams; // Offset: 0 Size: 612 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim Slot Elements -// ------------------------------ ---------- ------- ----------- ---- -------- -// constBuf cbuffer NA NA 0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// DENSITY 0 x 1 NONE float x -// PHASE 0 x 2 NONE int x -// SV_VertexID 0 x 3 VERTID uint -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyzw 0 NONE float xyzw -// DENSITY 0 x 1 NONE float x -// PHASE 0 x 2 NONE int x -// VERTEX 0 xyzw 3 NONE float xyzw -// -vs_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer cb0[4], immediateIndexed -dcl_input v0.xyzw -dcl_input v1.x -dcl_input v2.x -dcl_output o0.xyzw -dcl_output o1.x -dcl_output o2.x -dcl_output o3.xyzw -dcl_temps 1 -mul r0.xyzw, v0.yyyy, cb0[1].xyzw -mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw -mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw -add o0.xyzw, r0.xyzw, cb0[3].xyzw -mov o1.x, v1.x -mov o2.x, v2.x -mov o3.xyzw, v0.xyzw -ret -// Approximately 8 instruction slots used -#endif - -const BYTE g_pointVS[] = -{ - 68, 88, 66, 67, 195, 164, - 148, 248, 252, 197, 222, 222, - 84, 139, 94, 6, 43, 78, - 110, 120, 1, 0, 0, 0, - 192, 6, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 176, 3, 0, 0, 68, 4, - 0, 0, 212, 4, 0, 0, - 36, 6, 0, 0, 82, 68, - 69, 70, 116, 3, 0, 0, - 1, 0, 0, 0, 104, 0, - 0, 0, 1, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 254, 255, 0, 1, 0, 0, - 64, 3, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 99, 111, 110, 115, - 116, 66, 117, 102, 0, 171, - 171, 171, 92, 0, 0, 0, - 1, 0, 0, 0, 128, 0, - 0, 0, 112, 2, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 168, 0, 0, 0, - 0, 0, 0, 0, 100, 2, - 0, 0, 2, 0, 0, 0, - 28, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 103, 80, 97, 114, 97, 109, - 115, 0, 80, 111, 105, 110, - 116, 83, 104, 97, 100, 101, - 114, 67, 111, 110, 115, 116, - 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0, 0, 62, 0, 0, 1, - 83, 84, 65, 84, 148, 0, - 0, 0, 8, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 7, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0 -}; diff --git a/demo/d3d11/shaders/shaderCommon.h b/demo/d3d11/shaders/shaderCommon.h deleted file mode 100644 index 176c97d..0000000 --- a/demo/d3d11/shaders/shaderCommon.h +++ /dev/null @@ -1,237 +0,0 @@ -struct MeshShaderConst -{ - float4x4 modelviewprojection; - float4x4 modelview; - float4x4 objectTransform; - float4x4 lightTransform; - - float4 clipPlane; - float4 fogColor; - float4 color; - float4 secondaryColor; - - float4 shadowTaps[12]; - - float3 lightPos; - float _pad0; - float3 lightDir; - float _pad1; - - float bias; - float expand; - float spotMin; - float spotMax; - - int grid; - int tex; - int colorArray; - int _pad2; -}; - -struct DebugRenderConst -{ - float4x4 modelview; - float4x4 projection; -}; - - -#ifndef EXCLUDE_SHADER_STRUCTS -struct MeshVertexIn -{ - float3 position : POSITION; - float3 normal : NORMAL; - float2 texCoord : TEXCOORD; - float4 color : COLOR; -}; - -struct MeshVertexOut -{ - float4 position : SV_POSITION; - //float3 normal : NORMAL; - //float4 color : COLOR; - float4 texCoord[8] : TEXCOORD; - //float clipDistance[1] : CLIP_DISTANCE; -}; -#endif - -struct PointShaderConst -{ - float4x4 modelview; - float4x4 projection; - float4x4 lightTransform; - - float4 colors[8]; - float4 shadowTaps[12]; - - float3 lightPos; - float _pad0; - float3 lightDir; - float _pad1; - - float pointRadius; // point size in world space - float pointScale; // scale to calculate size in pixels - float spotMin; - float spotMax; - - int mode; - int _pad2[3]; -}; - -#ifndef EXCLUDE_SHADER_STRUCTS -struct PointVertexIn -{ - float4 position : POSITION; - float density : DENSITY; - int phase : PHASE; -}; - -struct PointVertexOut -{ - float4 position : POSITION; - float density : DENSITY; - int phase : PHASE; - float4 vertex : VERTEX; -}; - -struct PointGeoOut -{ - float4 position : SV_POSITION; - float4 texCoord[6] : TEXCOORD; -}; -#endif - -struct FluidShaderConst -{ - float4x4 modelviewprojection; - float4x4 modelview; - float4x4 projection; // ogl projection - float4x4 modelview_inverse; - float4x4 projection_inverse; // ogl inverse projection - - float4 invTexScale; - - float3 invViewport; - float _pad0; - //float3 invProjection; - //float _pad1; - - float blurRadiusWorld; - float blurScale; - float blurFalloff; - int debug; - - float3 lightPos; - float _pad1; - float3 lightDir; - float _pad2; - float4x4 lightTransform; - - float4 color; - float4 clipPosToEye; - - float spotMin; - float spotMax; - float ior; - float _pad3; - - float4 shadowTaps[12]; -}; - -#ifndef EXCLUDE_SHADER_STRUCTS -struct FluidVertexIn -{ - float4 position : POSITION; - float4 q1 : U; - float4 q2 : V; - float4 q3 : W; -}; - -struct FluidVertexOut -{ - float4 position : POSITION; - float4 texCoord[6] : TEXCOORD; -}; - -struct FluidGeoOut -{ - float4 position : SV_POSITION; - float4 texCoord[4] : TEXCOORD; -}; - -struct PassthroughVertexIn -{ - float2 position : POSITION; - float2 texCoord : TEXCOORD; -}; - -struct PassthroughVertexOut -{ - float4 position : SV_POSITION; - float2 texCoord[1] : TEXCOORD; -}; -#endif - - -struct DiffuseShaderConst -{ - float3 lightPos; float pad0; - float3 lightDir; float pad1; - float4x4 lightTransform; - float4 color; - - float4x4 modelView; - float4x4 modelViewProjection; - float4x4 projection; - - float4 shadowTaps[12]; - - float diffusion; - float diffuseRadius; // point size in world space - float diffuseScale; // scale to calculate size in pixels - - float spotMin; - float spotMax; - - float motionBlurScale; - - float pad3; - float pad4; - -}; - -#ifndef EXCLUDE_SHADER_STRUCTS - -struct DiffuseVertexIn -{ - float4 position : POSITION; // lifetime in w - float4 velocity : VELOCITY; -}; - -struct DiffuseVertexOut -{ - float4 worldPos : POSITION; // lifetime in w - float4 ndcPos : NCDPOS; - float4 viewPos : VIEWPOS; - float4 viewVel : VIEWVEL; - - float4 color : COLOR; -}; - -struct DiffuseGeometryOut -{ - float4 clipPos : SV_POSITION; - - float4 worldPos : POSITION; - - float4 viewPos : VIEWPOS; - float4 viewVel : VIEWVEL; - - float4 lightDir : LIGHTDIR; - float4 color : COLOR; - - float4 uv : UV; - -}; - -#endif - |