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authorNathan Hoobler <[email protected]>2016-03-22 11:40:34 -0400
committerNathan Hoobler <[email protected]>2016-03-22 11:40:34 -0400
commitb4ab266c9010aaff5404f6a508a2e592eb367d36 (patch)
tree1e9eefa78e90485397b50ce5e780a1d0cb38b493 /samples/VolumetricLightingTest/shaders/scene_GS.hlsl
downloadvolumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz
volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip
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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2003 - 2016 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+/*
+Define the shader permutations for code generation
+%% MUX_BEGIN %%
+
+%% MUX_END %%
+
+*/
+
+////////////////////////////////////////////////////////////////////////////////
+// Constant Buffers
+
+cbuffer CameraCB : register( b0 )
+{
+ column_major float4x4 c_mViewProj : packoffset(c0);
+ float3 c_vEyePos : packoffset(c4);
+ float c_fZNear : packoffset(c5);
+ float c_fZFar : packoffset(c5.y);
+};
+
+cbuffer ObjectCB : register( b1 )
+{
+ column_major float4x4 c_mObject : packoffset(c0);
+ float3 c_vObjectColor : packoffset(c4);
+};
+
+cbuffer LightCB : register( b2 )
+{
+ column_major float4x4 c_mLightViewProj : packoffset(c0);
+ float3 c_vLightDirection : packoffset(c4);
+ float c_fLightFalloffCosTheta : packoffset(c4.w);
+ float3 c_vLightPos : packoffset(c5);
+ float c_fLightFalloffPower : packoffset(c5.w);
+ float3 c_vLightColor : packoffset(c6);
+ float4 c_vLightAttenuationFactors : packoffset(c7);
+ float c_fLightZNear : packoffset(c8);
+ float c_fLightZNFar : packoffset(c8.y);
+ float3 c_vSigmaExtinction : packoffset(c9);
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// IO Structures
+
+struct VS_OUTPUT
+{
+ float4 ScreenP : SV_POSITION;
+ float4 P : TEXCOORD0;
+ float3 N : NORMAL0;
+};
+
+struct GS_OUTPUT
+{
+ float4 ScreenP : SV_POSITION;
+ float4 P : TEXCOORD0;
+ float3 N : NORMAL;
+ uint Target : SV_RenderTargetArrayIndex;
+ float Wz : SV_ClipDistance0;
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// Geometry Shader
+
+float3 ParaboloidProject(float3 P, float zNear, float zFar)
+{
+ float3 outP;
+ float lenP = length(P.xyz);
+ outP.xyz = P.xyz/lenP;
+ outP.x = outP.x / (outP.z + 1);
+ outP.y = outP.y / (outP.z + 1);
+ outP.z = (lenP - zNear) / (zFar - zNear);
+ return outP;
+}
+
+void GenerateOmniTriangle(uint target, VS_OUTPUT vA, VS_OUTPUT vB, VS_OUTPUT vC, inout TriangleStream<GS_OUTPUT> output)
+{
+ GS_OUTPUT outValue;
+ outValue.Target = target;
+ outValue.ScreenP = float4(ParaboloidProject(vA.ScreenP.xyz, c_fZNear, c_fZFar), 1);
+ outValue.P = vA.P;
+ outValue.N = vA.N;
+ outValue.Wz = vA.ScreenP.z;
+ output.Append(outValue);
+ outValue.ScreenP = float4(ParaboloidProject(vB.ScreenP.xyz, c_fZNear, c_fZFar), 1);
+ outValue.P = vB.P;
+ outValue.N = vB.N;
+ outValue.Wz = vB.ScreenP.z;
+ output.Append(outValue);
+ outValue.ScreenP = float4(ParaboloidProject(vC.ScreenP.xyz, c_fZNear, c_fZFar), 1);
+ outValue.P = vC.P;
+ outValue.N = vC.N;
+ outValue.Wz = vC.ScreenP.z;
+ output.Append(outValue);
+ output.RestartStrip();
+}
+
+[maxvertexcount(6)]
+void main(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> output)
+{
+ float minZ = min(input[0].ScreenP.z, min(input[1].ScreenP.z, input[2].ScreenP.z));
+ float maxZ = max(input[0].ScreenP.z, max(input[1].ScreenP.z, input[2].ScreenP.z));
+
+ if (maxZ >= 0)
+ {
+ GenerateOmniTriangle(0, input[0], input[1], input[2], output);
+ }
+
+ if (minZ <= 0)
+ {
+ input[0].ScreenP.z *= -1;
+ input[1].ScreenP.z *= -1;
+ input[2].ScreenP.z *= -1;
+ GenerateOmniTriangle(1, input[2], input[1], input[0], output);
+ }
+}