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| author | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
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| committer | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
| commit | b4ab266c9010aaff5404f6a508a2e592eb367d36 (patch) | |
| tree | 1e9eefa78e90485397b50ce5e780a1d0cb38b493 /samples/VolumetricLightingTest/shaders/scene_VS.hlsl | |
| download | volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip | |
initial commit
Diffstat (limited to 'samples/VolumetricLightingTest/shaders/scene_VS.hlsl')
| -rw-r--r-- | samples/VolumetricLightingTest/shaders/scene_VS.hlsl | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/samples/VolumetricLightingTest/shaders/scene_VS.hlsl b/samples/VolumetricLightingTest/shaders/scene_VS.hlsl new file mode 100644 index 0000000..630b87c --- /dev/null +++ b/samples/VolumetricLightingTest/shaders/scene_VS.hlsl @@ -0,0 +1,117 @@ +// 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; +}; + +//////////////////////////////////////////////////////////////////////////////// +// Vertex Shader + +VS_OUTPUT main( uint id : SV_VERTEXID ) +{ + VS_OUTPUT output; + + // Faces + // +X, +Y, +Z, -X, -Y, -Z + // Vertices + // 0 ---15 + // | / | + // | / | + // | / | + // 24--- 3 + + uint face_idx = id / 6; + uint vtx_idx = id % 6; + float3 P; + P.x = ((vtx_idx % 3) == 2) ? -1 : 1; + P.y = ((vtx_idx % 3) == 1) ? -1 : 1; + P.z = 0; + if ((face_idx % 3) == 0) + P.yzx = P.xyz; + else if ((face_idx % 3) == 1) + P.xzy = P.xyz; + // else if ((face_idx % 3) == 2) + // P.xyz = P.xyz; + P *= ((vtx_idx / 3) == 0) ? 1 : -1; + + float3 N; + N.x = ((face_idx % 3) == 0) ? 1 : 0; + N.y = ((face_idx % 3) == 1) ? 1 : 0; + N.z = ((face_idx % 3) == 2) ? 1 : 0; + N *= ((face_idx / 3) == 0) ? 1 : -1; + P += N; + + output.P = mul(c_mObject, float4(P, 1)); + output.ScreenP = mul(c_mViewProj, output.P); + output.N = mul(c_mObject, float4(N, 0)).xyz; + return output; +} |