1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
#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)
{
const float4 ndcPos = input[0].ndcPos;
// frustrum culling
const float ndcBound = 1.0;
if (any(abs(ndcPos.xy) > ndcBound))
{
return;
}
float4 bounds = input[0].bounds;
const float4 invQuad0 = input[0].invQ0;
const float4 invQuad1 = input[0].invQ1;
const float4 invQuad2 = input[0].invQ2;
const float4 invQuad3 = input[0].invQ3;
float xmin = bounds.x;
float xmax = bounds.y;
float ymin = bounds.z;
float ymax = bounds.w;
FluidGeoOut output;
output.position = float4(xmin, ymax, 0.5, 1.0);
output.invQ0 = invQuad0;
output.invQ1 = invQuad1;
output.invQ2 = invQuad2;
output.invQ3 = invQuad3;
triStream.Append(output);
output.position = float4(xmin, ymin, 0.5, 1.0);
output.invQ0 = invQuad0;
output.invQ1 = invQuad1;
output.invQ2 = invQuad2;
output.invQ3 = invQuad3;
triStream.Append(output);
output.position = float4(xmax, ymax, 0.5, 1.0);
output.invQ0 = invQuad0;
output.invQ1 = invQuad1;
output.invQ2 = invQuad2;
output.invQ3 = invQuad3;
triStream.Append(output);
output.position = float4(xmax, ymin, 0.5, 1.0);
output.invQ0 = invQuad0;
output.invQ1 = invQuad1;
output.invQ2 = invQuad2;
output.invQ3 = invQuad3;
triStream.Append(output);
}
|