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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleBase/shaders
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/samples_v2/SampleBase/shaders')
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_skinned.hlsl73
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_static.hlsl47
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/common_buffers.hlsl29
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/debug_primitive.hlsl31
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl56
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl48
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/mesh_particle.hlsl53
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/physx_primitive.hlsl39
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/pointsprite.hlsl107
9 files changed, 483 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_skinned.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_skinned.hlsl
new file mode 100644
index 00000000..0c5afca1
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_skinned.hlsl
@@ -0,0 +1,73 @@
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState defaultSampler : register(s0);
+Texture2D diffuseTexture : register(t0);
+Texture2D bonesTexture : register(t1);
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+ float2 uv : TEXCOORD0;
+ int3 boneIndices : TEXCOORD5;
+ float3 boneWeights : TEXCOORD6;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+};
+
+float4x4 getBoneMatrix(int boneIndex)
+{
+ float4x4 boneMatrix;
+ boneMatrix[0] = bonesTexture.Load(int3(0, boneIndex, 0));
+ boneMatrix[1] = bonesTexture.Load(int3(1, boneIndex, 0));
+ boneMatrix[2] = bonesTexture.Load(int3(2, boneIndex, 0));
+ boneMatrix[3] = bonesTexture.Load(int3(3, boneIndex, 0));
+ return boneMatrix;
+}
+
+float4x4 accumulate_skin(float4 boneIndices0, float4 boneWeights0)
+{
+ float4x4 result = boneWeights0.x * getBoneMatrix(boneIndices0.x);
+ result = result + boneWeights0.y * getBoneMatrix(boneIndices0.y);
+ result = result + boneWeights0.z * getBoneMatrix(boneIndices0.z);
+ result = result + boneWeights0.w * getBoneMatrix(boneIndices0.w);
+ return result;
+}
+
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ //float4x4 boneMatrix = accumulate_skin(iV.boneIndices, iV.boneWeights);
+ float4x4 boneMatrix = accumulate_skin(float4(iV.boneIndices, 0), float4(iV.boneWeights, 0));
+
+ float3 skinnedPos = mul(float4(iV.position, 1.0f), boneMatrix);
+ float4 worldSpacePos = mul(float4(skinnedPos, 1.0f), model);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 localNormal = mul(float4(skinnedPos, 0.0f), boneMatrix);
+ float3 worldNormal = mul(float4(localNormal, 0.0f), model);
+ oV.normal = worldNormal;
+
+ oV.uv = iV.uv;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv);
+ return CalcPixelLight(textureColor, iV.worldPos, iV.normal);
+} \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_static.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_static.hlsl
new file mode 100644
index 00000000..5a592d67
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/clothing_asset_static.hlsl
@@ -0,0 +1,47 @@
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState defaultSampler : register(s0);
+Texture2D diffuseTexture : register(t0);
+Texture2D bonesTexture : register(t1);
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+ float2 uv : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 worldNormal = mul(float4(iV.normal, 0.0f), model);
+ oV.normal = worldNormal;
+
+ oV.uv = iV.uv;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv);
+
+ return CalcPixelLight(textureColor, iV.worldPos, iV.normal);
+} \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/common_buffers.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/common_buffers.hlsl
new file mode 100644
index 00000000..62bf0776
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/common_buffers.hlsl
@@ -0,0 +1,29 @@
+#ifndef COMMON_BUFFERS_HLSL
+#define COMMON_BUFFERS_HLSL
+
+cbuffer Camera : register(b0)
+{
+ row_major matrix projection;
+ row_major matrix projectionInv;
+ row_major matrix view;
+ float3 viewPos;
+};
+
+cbuffer World : register(b1)
+{
+ float3 ambientColor;
+ float3 pointLightPos;
+ float3 pointLightColor;
+ float3 dirLightDir;
+ float specularPower;
+ float3 dirLightColor;
+ float specularIntensity;
+};
+
+cbuffer Object : register(b2)
+{
+ row_major matrix model;
+ float3 defaultColor;
+};
+
+#endif \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/debug_primitive.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/debug_primitive.hlsl
new file mode 100644
index 00000000..b96c53e3
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/debug_primitive.hlsl
@@ -0,0 +1,31 @@
+#include "common_buffers.hlsl"
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 color : COLOR0;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float3 color : COLOR0;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.color = iV.color;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ return float4(iV.color, 1);
+} \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl
new file mode 100644
index 00000000..bb2ed1c1
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl
@@ -0,0 +1,56 @@
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState defaultSampler : register(s0);
+Texture2D diffuseTexture : register(t0);
+Texture2D bonesTexture : register(t1);
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+ float2 uv : TEXCOORD0;
+ int boneIndex : TEXCOORD5;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4x4 boneMatrix;
+ boneMatrix[0] = bonesTexture.Load(int3(0, iV.boneIndex, 0));
+ boneMatrix[1] = bonesTexture.Load(int3(1, iV.boneIndex, 0));
+ boneMatrix[2] = bonesTexture.Load(int3(2, iV.boneIndex, 0));
+ boneMatrix[3] = bonesTexture.Load(int3(3, iV.boneIndex, 0));
+
+ float3 skinnedPos = mul(float4(iV.position, 1.0f), boneMatrix);
+ float4 worldSpacePos = mul(float4(skinnedPos, 1.0f), model);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 localNormal = mul(float4(iV.normal, 0.0f), boneMatrix);
+ float3 worldNormal = mul(float4(localNormal, 0.0f), model);
+ oV.normal = worldNormal;
+
+ oV.uv = iV.uv;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv);
+
+ return CalcPixelLight(textureColor, iV.worldPos, iV.normal);
+} \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl
new file mode 100644
index 00000000..6609dffa
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl
@@ -0,0 +1,48 @@
+#include "common_buffers.hlsl"
+
+static const float att_c = 1.0f;
+static const float att_l = 0.014f;
+static const float att_q = 0.0007f;
+
+
+float CalcAttenuation(float distance)
+{
+ return 1 / (att_c + att_l * distance + att_q * distance * distance);
+};
+
+
+float4 CalcLight(float4 textureColor, float3 lightDir, float3 viewDir, float3 normal, float3 lightColor, float specPower, float specIntensity, float attenuation)
+{
+ normal = normalize(normal);
+
+ // diffuse
+ float3 dirToLight = normalize(-lightDir);
+ float diffuseFactor = max(dot(normal, dirToLight), 0.0);
+ float4 diffuse = float4(lightColor, 1) * textureColor * diffuseFactor * attenuation;
+
+ // specular (Blinn-Phong)
+ float3 halfwayDir = normalize(dirToLight + viewDir);
+ float specFactor = pow(max(dot(viewDir, halfwayDir), 0.0), specPower);
+ float4 spec = float4(lightColor, 1) * specFactor * attenuation * specIntensity;
+
+ return diffuse + spec;
+};
+
+float4 CalcPixelLight(float4 diffuseColor, float4 worldPos, float3 normal)
+{
+ float3 viewDir = normalize(viewPos - worldPos);
+
+ // ambient
+ float4 ambient = float4(ambientColor, 1) * diffuseColor;
+
+ // dir light
+ float4 dirLight = CalcLight(diffuseColor, dirLightDir, viewDir, normal, dirLightColor, specularPower, specularIntensity, 1);
+
+ // point light
+ float3 pointLightDir = worldPos - pointLightPos;
+ float distance = length(pointLightDir);
+ float attenuation = CalcAttenuation(distance);
+ float4 pointLight = CalcLight(diffuseColor, pointLightDir, viewDir, normal, pointLightColor, specularPower, specularIntensity, attenuation);
+
+ return ambient + dirLight + pointLight;
+}; \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/mesh_particle.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/mesh_particle.hlsl
new file mode 100644
index 00000000..615a1246
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/mesh_particle.hlsl
@@ -0,0 +1,53 @@
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState defaultSampler : register(s0);
+Texture2D diffuseTexture : register(t0);
+
+static const float POINT_SIZE = 1.00f;
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL;
+ float2 scale : TANGENT;
+ float2 uv : TEXCOORD0;
+ float3 instanceOffset : TEXCOORD9;
+ float3 instanceRotX : TEXCOORD10;
+ float3 instanceRotY : TEXCOORD11;
+ float3 instanceRotZ : TEXCOORD12;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4x4 modelMatrix = mul(model, float4x4(float4(iV.instanceRotX, 0), float4(iV.instanceRotY, 0), float4(iV.instanceRotZ, 0), float4(iV.instanceOffset, 1)));
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), modelMatrix);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.worldPos = worldSpacePos;
+
+ oV.uv = iV.uv;
+
+ float3 worldNormal = mul(float4(iV.normal, 0.0f), modelMatrix);
+ oV.normal = worldNormal;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv);
+ return CalcPixelLight(textureColor, iV.worldPos, iV.normal);
+} \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/physx_primitive.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/physx_primitive.hlsl
new file mode 100644
index 00000000..80df4bf9
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/physx_primitive.hlsl
@@ -0,0 +1,39 @@
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float3 normal : NORMAL0;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 worldNormal = mul(float4(iV.normal, 0.0f), model);
+ oV.normal = worldNormal;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 textureColor = float4(defaultColor, 1);
+
+ return CalcPixelLight(textureColor, iV.worldPos, iV.normal);
+} \ No newline at end of file
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/pointsprite.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/pointsprite.hlsl
new file mode 100644
index 00000000..f36d1187
--- /dev/null
+++ b/APEX_1.4/samples_v2/SampleBase/shaders/pointsprite.hlsl
@@ -0,0 +1,107 @@
+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState linearSampler : register(s0);
+SamplerState pointSampler : register(s1);
+Texture2D diffuseTexture : register(t0);
+Texture2D<float> depthTexture : register(t1);
+
+static const float POINT_SIZE = 1.00f;
+static const float FADE_DISTANCE = 1.0f;
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float4 color : COLOR0;
+ float2 scale : TANGENT;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 color : COLOR0;
+ float2 uv : TEXCOORD0;
+ float2 screenPos : TEXCOORD1;
+ float2 depth : TEXCOORD2;
+ float2 pointSize : PSIZE;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ float4 eyeSpacePos = mul(worldSpacePos, view);
+ oV.position = mul(eyeSpacePos, projection);
+
+ oV.color = iV.color;
+ oV.uv = float2(0, 0);
+
+ // uncomment to use scale
+ //oV.pointSize = iV.scale * POINT_SIZE;
+ oV.pointSize = float2(1, 1) * POINT_SIZE;
+
+ return oV;
+}
+
+static const float4 SPRITE_VERTEX_POSITIONS[4] =
+{
+ float4( 0.5, -0.5, 0, 0),
+ float4( 0.5, 0.5, 0, 0),
+ float4( -0.5, -0.5, 0, 0),
+ float4( -0.5, 0.5, 0, 0),
+};
+
+static const float2 SPRITE_VERTEX_TEXCOORDS[4] =
+{
+ float2(1, 0),
+ float2(1, 1),
+ float2(0, 0),
+ float2(0, 1),
+};
+
+[maxvertexcount(4)]
+void GS( point VS_OUTPUT sprite[1], inout TriangleStream<VS_OUTPUT> triStream )
+{
+ VS_OUTPUT v;
+
+ v.color = sprite[0].color;
+ v.pointSize = sprite[0].pointSize;
+
+ float4 aspectFactor = float4((projection[0][0] / projection[1][1]) * v.pointSize.x, 1.0 * v.pointSize.y, 0, 0);
+
+ [unroll] for(int i = 0; i < 4; ++i)
+ {
+ v.position = sprite[0].position + SPRITE_VERTEX_POSITIONS[i] * aspectFactor;
+ v.screenPos = v.position.xy / v.position.w;
+ v.depth = v.position.zw;
+ v.uv = SPRITE_VERTEX_TEXCOORDS[i];
+ triStream.Append(v);
+ }
+
+ triStream.RestartStrip();
+}
+
+float4 PS(VS_OUTPUT input) : SV_Target0
+{
+ // soft particles fade:
+ float2 screenPos = 0.5*( (input.screenPos) + float2(1,1));
+ screenPos.y = 1 - screenPos.y;
+
+ float particleDepth = input.depth.x / input.depth.y;
+
+ float depthSample = depthTexture.Sample(pointSampler, screenPos);
+
+ float4 depthViewSample = mul(float4(input.screenPos, depthSample, 1), projectionInv );
+ float4 depthViewParticle = mul(float4(input.screenPos, particleDepth, 1), projectionInv);
+
+ float depthDiff = depthViewSample.z / depthViewSample.w - depthViewParticle.z / depthViewParticle.w;
+ if( depthDiff < 0 )
+ discard;
+
+ float depthFade = saturate( depthDiff / FADE_DISTANCE );
+
+ float4 textureColor = diffuseTexture.Sample(linearSampler, input.uv) * input.color;
+ textureColor.a *= depthFade;
+ return textureColor;
+} \ No newline at end of file