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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /src/shader/CalcGradient.fx | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'src/shader/CalcGradient.fx')
| -rw-r--r-- | src/shader/CalcGradient.fx | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/src/shader/CalcGradient.fx b/src/shader/CalcGradient.fx new file mode 100644 index 0000000..e66e75f --- /dev/null +++ b/src/shader/CalcGradient.fx @@ -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 � 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. +// + +#include "Common.fxh" + +#ifdef GFSDK_WAVEWORKS_GL +#define DECLARE_ATTR_CONSTANT(Type,Label,Regoff) uniform Type Label +#define DECLARE_ATTR_SAMPLER(Label,TextureLabel,Regoff) \ + uniform sampler2D TextureLabel +#else +#define DECLARE_ATTR_CONSTANT(Type,Label,Regoff) Type Label : register(c##Regoff) +#define DECLARE_ATTR_SAMPLER(Label,TextureLabel,Regoff) \ + Texture2D Label : register(t##Regoff); \ + SamplerState TextureLabel : register(s##Regoff) +#endif + +//------------------------------------------------------------------------------------ +// Global variables +//------------------------------------------------------------------------------------ + +BEGIN_CBUFFER(nvsf_globals,0) +DECLARE_ATTR_CONSTANT(float4,nvsf_g_Scales, 0); // was: float nvsf_g_ChoppyScale, nvsf_g_GradMap2TexelWSScale +DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Left, 1); +DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Right,2); +DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Back, 3); +DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Front,4); +END_CBUFFER + +DECLARE_ATTR_SAMPLER(nvsf_g_textureDisplacementMap,nvsf_g_samplerDisplacementMap,0); + +#ifdef GFSDK_WAVEWORKS_GL +varying float2 nvsf_vInterpTexCoord; +#endif + +#ifndef GFSDK_WAVEWORKS_OMIT_VS + +#ifdef GFSDK_WAVEWORKS_GL +attribute float4 nvsf_vInPos; +attribute float2 nvsf_vInTexCoord; +#define nvsf_vOutPos gl_Position +void main() +#else +void vs( + float4 nvsf_vInPos SEMANTIC(POSITION), + float2 nvsf_vInTexCoord SEMANTIC(TEXCOORD0), + out float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0), + out float4 nvsf_vOutPos SEMANTIC(SV_Position) +) +#endif +{ + // No need to do matrix transform. + nvsf_vOutPos = nvsf_vInPos; + + // Pass through general texture coordinate. + nvsf_vInterpTexCoord = nvsf_vInTexCoord; +} + +#endif // !GFSDK_WAVEWORKS_OMIT_VS + + +#ifndef GFSDK_WAVEWORKS_OMIT_PS + +#ifdef GFSDK_WAVEWORKS_GL +#define nvsf_Output gl_FragColor +void main() +#else +void ps( + float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0), + out float4 nvsf_Output SEMANTIC(SV_Target) +) +#endif +{ + // Sample neighbour texels + float3 nvsf_displace_left = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Left.xy).rgb; + float3 nvsf_displace_right = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Right.xy).rgb; + float3 nvsf_displace_back = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Back.xy).rgb; + float3 nvsf_displace_front = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Front.xy).rgb; + + // -------- Do not store the actual normal value, instead, it preserves two differential values. + float2 nvsf_gradient = float2(-(nvsf_displace_right.z - nvsf_displace_left.z) / max(0.01,1.0 + nvsf_g_Scales.y*(nvsf_displace_right.x - nvsf_displace_left.x)), -(nvsf_displace_front.z - nvsf_displace_back.z) / max(0.01,1.0+nvsf_g_Scales.y*(nvsf_displace_front.y - nvsf_displace_back.y))); + //float2 nvsf_gradient = {-(nvsf_displace_right.z - nvsf_displace_left.z), -(nvsf_displace_front.z - nvsf_displace_back.z) }; + + // Calculate Jacobian corelation from the partial differential of displacement field + float2 nvsf_Dx = (nvsf_displace_right.xy - nvsf_displace_left.xy) * nvsf_g_Scales.x; + float2 nvsf_Dy = (nvsf_displace_front.xy - nvsf_displace_back.xy) * nvsf_g_Scales.x; + float nvsf_J = (1.0f + nvsf_Dx.x) * (1.0f + nvsf_Dy.y) - nvsf_Dx.y * nvsf_Dy.x; + + // Output + nvsf_Output = float4(nvsf_gradient, nvsf_J, 0); +} + +#endif // !GFSDK_WAVEWORKS_OMIT_PS |