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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 � 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 */