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| author | Jason Maskell <[email protected]> | 2016-05-16 15:00:36 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-16 15:00:36 +0200 |
| commit | 3eb017d032e0c542401ea202f7a62b7c7ddcd498 (patch) | |
| tree | 6470077bdc344f1493778976917f7217a3159707 /src/shader/Attributes.fxh | |
| parent | Project now compiles with Cmake. (diff) | |
| download | waveworks_archive-3eb017d032e0c542401ea202f7a62b7c7ddcd498.tar.xz waveworks_archive-3eb017d032e0c542401ea202f7a62b7c7ddcd498.zip | |
Added the test_d3d11 app to the solution. Not compiling yet, mostly a paranoia commit.
Diffstat (limited to 'src/shader/Attributes.fxh')
| -rw-r--r-- | src/shader/Attributes.fxh | 403 |
1 files changed, 0 insertions, 403 deletions
diff --git a/src/shader/Attributes.fxh b/src/shader/Attributes.fxh deleted file mode 100644 index d887f8c..0000000 --- a/src/shader/Attributes.fxh +++ /dev/null @@ -1,403 +0,0 @@ -/* - * 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 � 2008- 2013 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. - */ - -#ifndef _GFSDK_WAVEWORKS_ATTRIBUTES_FX -#define _GFSDK_WAVEWORKS_ATTRIBUTES_FX - -/* - * - * - */ - -#include "GFSDK_WaveWorks_Common.fxh" - -/* - * - * - */ - -#if defined(GFSDK_WAVEWORKS_SM3) || defined(GFSDK_WAVEWORKS_GL) - #define GFSDK_WAVEWORKS_BEGIN_ATTR_VS_CBUFFER(Label) - #define GFSDK_WAVEWORKS_END_ATTR_VS_CBUFFER - #define GFSDK_WAVEWORKS_BEGIN_ATTR_PS_CBUFFER(Label) - #define GFSDK_WAVEWORKS_END_ATTR_PS_CBUFFER -#endif - - -#if defined( GFSDK_WAVEWORKS_USE_TESSELLATION ) - #define GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(Label) GFSDK_WAVEWORKS_BEGIN_ATTR_DS_CBUFFER(Label) - #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(Type,Label,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_DS_CONSTANT(Type,Label,Regoff) - #define GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER GFSDK_WAVEWORKS_END_ATTR_DS_CBUFFER - #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_DS_SAMPLER(SampLabel,TexLabel,Regoff) - #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_DS_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) -#else - #define GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(Label) GFSDK_WAVEWORKS_BEGIN_ATTR_VS_CBUFFER(Label) - #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(Type,Label,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_CONSTANT(Type,Label,Regoff) - #define GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER GFSDK_WAVEWORKS_END_ATTR_VS_CBUFFER - #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_SAMPLER(SampLabel,TexLabel,Regoff) - #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) -#endif - -GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(nvsf_attr_vs_buffer) -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float3, nvsf_g_WorldEye, 0) -#if defined( GFSDK_WAVEWORKS_GL ) - GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_UseTextureArrays, 1) -#else - GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_Pad1, 1) -#endif -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float4, nvsf_g_UVScaleCascade0123, 2) -GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER - -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap0, nvsf_g_textureDisplacementMap0, 0) -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap1, nvsf_g_textureDisplacementMap1, 1) -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap2, nvsf_g_textureDisplacementMap2, 2) -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap3, nvsf_g_textureDisplacementMap3, 3) - -#if defined( GFSDK_WAVEWORKS_GL ) - GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(nvsf_g_samplerDisplacementMapTextureArray, nvsf_g_textureArrayDisplacementMap, 4) -#endif - -GFSDK_WAVEWORKS_BEGIN_ATTR_PS_CBUFFER(nvsf_attr_ps_buffer) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_TexelLength_x2_PS, 0) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1Scale_PS, 1) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1TexelScale_PS, 2) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1UVOffset_PS, 3) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2Scale_PS, 4) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2TexelScale_PS, 5) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2UVOffset_PS, 6) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3Scale_PS, 7) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3TexelScale_PS, 8) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3UVOffset_PS, 9) -GFSDK_WAVEWORKS_END_ATTR_PS_CBUFFER - -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap0, nvsf_g_textureGradientMap0, 0) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap1, nvsf_g_textureGradientMap1, 1) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap2, nvsf_g_textureGradientMap2, 2) -GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap3, nvsf_g_textureGradientMap3, 3) - -#if defined( GFSDK_WAVEWORKS_GL ) - GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER_TEXTUREARRAY(nvsf_g_samplerGradientMapTextureArray, nvsf_g_textureArrayGradientMap, 4) -#endif - -struct GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT -{ - float4 nvsf_tex_coord_cascade01 SEMANTIC(TEXCOORD0); - float4 nvsf_tex_coord_cascade23 SEMANTIC(TEXCOORD1); - float4 nvsf_blend_factor_cascade0123 SEMANTIC(TEXCOORD2); - float3 nvsf_eye_vec SEMANTIC(TEXCOORD3); -}; - -struct GFSDK_WAVEWORKS_VERTEX_OUTPUT -{ - centroid GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT interp; - float3 pos_world; - float3 pos_world_undisplaced; - float3 world_displacement; -}; - -GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertex(GFSDK_WAVEWORKS_VERTEX_INPUT In) -{ - // Get starting position and distance to camera - float3 nvsf_pos_world_undisplaced = GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(In); - float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced); - - // UVs - float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x; - float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y; - float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z; - float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w; - - // cascade blend factors - float4 nvsf_blendfactors; - float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw; - nvsf_blendfactors.x = 1.0; - nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw); - nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw; - - - // Displacement map - #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) - { - nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz; - } - else - { - nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; - } - #else - float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; - #endif - - float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; - - // Output - GFSDK_WAVEWORKS_VERTEX_OUTPUT Output; - Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world; - Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0; - Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1; - Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2; - Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3; - Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors; - Output.pos_world = nvsf_pos_world; - Output.pos_world_undisplaced = nvsf_pos_world_undisplaced; - Output.world_displacement = nvsf_displacement; - return Output; -} - -GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertexAfterTessellation(float4 In0, float4 In1, float4 In2, float3 BarycentricCoords) -{ - // Get starting position - float3 nvsf_tessellated_ws_position = In0.xyz * BarycentricCoords.x + - In1.xyz * BarycentricCoords.y + - In2.xyz * BarycentricCoords.z; - float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position; - - - // blend factors for cascades - float4 nvsf_blendfactors; - float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced); - float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw; - nvsf_blendfactors.x = 1.0; - nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw); - nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw; - - // UVs - float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x; - float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y; - float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z; - float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w; - - // Displacement map - #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) - { - nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz; - } - else - { - nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; - } - #else - float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; - #endif - - float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; - - // Output - GFSDK_WAVEWORKS_VERTEX_OUTPUT Output; - Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world; - Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0; - Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1; - Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2; - Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3; - Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors; - Output.pos_world = nvsf_pos_world; - Output.pos_world_undisplaced = nvsf_pos_world_undisplaced; - Output.world_displacement = nvsf_displacement; - return Output; -} - -GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertexAfterTessellationQuad(float4 In0, float4 In1, float4 In2, float4 In3, float2 UV) -{ - // Get starting position - float3 nvsf_tessellated_ws_position = In2.xyz*UV.x*UV.y + - In0.xyz*(1.0-UV.x)*UV.y + - In1.xyz*(1.0-UV.x)*(1.0-UV.y) + - In3.xyz*UV.x*(1.0-UV.y); - float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position; - - // blend factors for cascades - float4 nvsf_blendfactors; - float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced); - float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw; - nvsf_blendfactors.x = 1.0; - nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw); - nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw; - - // UVs - float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x; - float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y; - float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z; - float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w; - - // Displacement map - #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) - { - nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz; - } - else - { - nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; - } - #else - float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; - nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; - nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; - nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; - #endif - - float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; - - // Output - GFSDK_WAVEWORKS_VERTEX_OUTPUT Output; - Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world; - Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0; - Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1; - Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2; - Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3; - Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors; - Output.pos_world = nvsf_pos_world; - Output.pos_world_undisplaced = nvsf_pos_world_undisplaced; - Output.world_displacement = nvsf_displacement; - return Output; -} - -struct GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES -{ - float3 normal; - float3 eye_dir; - float foam_surface_folding; - float foam_turbulent_energy; - float foam_wave_hats; -}; - -GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES GFSDK_WaveWorks_GetSurfaceAttributes(GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT In) -{ - // Calculate eye vector. - // Beware: 'nvsf_eye_vec' is a large number, 32bit floating point required. - float3 nvsf_eye_dir = normalize(In.nvsf_eye_vec); - - // --------------- Water body color - - float4 nvsf_grad_fold0; - float4 nvsf_grad_fold1; - float4 nvsf_grad_fold2; - float4 nvsf_grad_fold3; - - #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) - { - nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade01.xy, 0.0)); - nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade01.zw, 1.0)); - nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade23.xy, 2.0)); - nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade23.zw, 3.0)); - } - else - { - nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureGradientMap0, nvsf_g_samplerGradientMap0, In.nvsf_tex_coord_cascade01.xy); - nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureGradientMap1, nvsf_g_samplerGradientMap1, In.nvsf_tex_coord_cascade01.zw); - nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureGradientMap2, nvsf_g_samplerGradientMap2, In.nvsf_tex_coord_cascade23.xy); - nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureGradientMap3, nvsf_g_samplerGradientMap3, In.nvsf_tex_coord_cascade23.zw); - } - #else - - nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureGradientMap0, nvsf_g_samplerGradientMap0, In.nvsf_tex_coord_cascade01.xy); - nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureGradientMap1, nvsf_g_samplerGradientMap1, In.nvsf_tex_coord_cascade01.zw); - nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureGradientMap2, nvsf_g_samplerGradientMap2, In.nvsf_tex_coord_cascade23.xy); - nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureGradientMap3, nvsf_g_samplerGradientMap3, In.nvsf_tex_coord_cascade23.zw); - #endif - - float2 nvsf_grad; - nvsf_grad.xy = nvsf_grad_fold0.xy*In.nvsf_blend_factor_cascade0123.x + - nvsf_grad_fold1.xy*In.nvsf_blend_factor_cascade0123.y*nvsf_g_Cascade1TexelScale_PS + - nvsf_grad_fold2.xy*In.nvsf_blend_factor_cascade0123.z*nvsf_g_Cascade2TexelScale_PS + - nvsf_grad_fold3.xy*In.nvsf_blend_factor_cascade0123.w*nvsf_g_Cascade3TexelScale_PS; - - float nvsf_c2c_scale = 0.25; // larger cascaded cover larger areas, so foamed texels cover larger area, thus, foam intensity on these needs to be scaled down for uniform foam look - - float nvsf_foam_turbulent_energy = - // accumulated foam energy with blendfactors - 100.0*nvsf_grad_fold0.w * - lerp(nvsf_c2c_scale, nvsf_grad_fold1.w, In.nvsf_blend_factor_cascade0123.y)* - lerp(nvsf_c2c_scale, nvsf_grad_fold2.w, In.nvsf_blend_factor_cascade0123.z)* - lerp(nvsf_c2c_scale, nvsf_grad_fold3.w, In.nvsf_blend_factor_cascade0123.w); - - - float nvsf_foam_surface_folding = - // folding for foam "clumping" on folded areas - max(-100, - (1.0-nvsf_grad_fold0.z) + - (1.0-nvsf_grad_fold1.z) + - (1.0-nvsf_grad_fold2.z) + - (1.0-nvsf_grad_fold3.z)); - - // Calculate normal here. - float3 nvsf_normal = normalize(float3(nvsf_grad, nvsf_g_TexelLength_x2_PS)); - - float nvsf_hats_c2c_scale = 0.5; // the larger is the wave, the higher is the chance to start breaking at high folding, so folding for smaller cascade s is decreased - float nvsf_foam_wave_hats = - 10.0*(-0.55 + // this allows hats to appear on breaking places only. Can be tweaked to represent Beaufort scale better - (1.0-nvsf_grad_fold0.z) + - nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold1.z) + - nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold2.z) + - nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold3.z)); - - - // Output - GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES Output; - Output.normal = nvsf_normal; - Output.eye_dir = nvsf_eye_dir; - Output.foam_surface_folding = nvsf_foam_surface_folding; - Output.foam_turbulent_energy = log(1.0 + nvsf_foam_turbulent_energy); - Output.foam_wave_hats = nvsf_foam_wave_hats; - return Output; -} - - -#endif /* _GFSDK_WAVEWORKS_ATTRIBUTES_FX */ |