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Diffstat (limited to 'demo/d3d11/shaders/pointGS.hlsl')
| -rw-r--r-- | demo/d3d11/shaders/pointGS.hlsl | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/demo/d3d11/shaders/pointGS.hlsl b/demo/d3d11/shaders/pointGS.hlsl new file mode 100644 index 0000000..2d8126e --- /dev/null +++ b/demo/d3d11/shaders/pointGS.hlsl @@ -0,0 +1,84 @@ +#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); + } +} |