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Diffstat (limited to 'demo/d3d11/shaders/compositePS.hlsl')
| -rw-r--r-- | demo/d3d11/shaders/compositePS.hlsl | 194 |
1 files changed, 0 insertions, 194 deletions
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; - -} |