#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; } float ellipsoidDepthPS(FluidGeoOut input , out float depthOut : SV_DEPTH) : SV_TARGET { const float4x4 projectionMatrix = gParams.projection; const float4x4 projectionMatrixInverse = gParams.inverseProjection; const float3 invViewport = gParams.invViewport; const float4 position = input.position; // transform from view space to parameter space //column_major float4x4 invQuadric; invQuadric._m00_m10_m20_m30 = input.invQ0; invQuadric._m01_m11_m21_m31 = input.invQ1; invQuadric._m02_m12_m22_m32 = input.invQ2; invQuadric._m03_m13_m23_m33 = input.invQ3; float4 ndcPos = float4(position.x*invViewport.x*2.0f-1.0f, (1.0f-position.y*invViewport.y)*2.0 - 1.0, 0.0f, 1.0); float4 viewDir = mul(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)) { discard; } { float3 eyePos = viewDir.xyz*minT; float4 ndcPos = mul(projectionMatrix, float4(eyePos, 1.0)); ndcPos.z /= ndcPos.w; depthOut = ndcPos.z; return eyePos.z; } }