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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;
};
////////////////////////////////////////////////////////////////////////////////
// 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;
}
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