diff options
Diffstat (limited to 'include/GFSDK_WaveWorks_Attributes.fxh')
| -rw-r--r-- | include/GFSDK_WaveWorks_Attributes.fxh | 370 |
1 files changed, 185 insertions, 185 deletions
diff --git a/include/GFSDK_WaveWorks_Attributes.fxh b/include/GFSDK_WaveWorks_Attributes.fxh index 840243c..13a32b0 100644 --- a/include/GFSDK_WaveWorks_Attributes.fxh +++ b/include/GFSDK_WaveWorks_Attributes.fxh @@ -64,53 +64,53 @@ #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) +GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(attr_vs_buffer) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float3, g_WorldEye, 0) #if defined( GFSDK_WAVEWORKS_GL ) - GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_UseTextureArrays, 1) + GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, g_UseTextureArrays, 1) #else - GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_Pad1, 1) + GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, g_Pad1, 1) #endif -GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float4, nvsf_g_UVScaleCascade0123, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float4, 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) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap0, g_textureDisplacementMap0, 0) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap1, g_textureDisplacementMap1, 1) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap2, g_textureDisplacementMap2, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap3, g_textureDisplacementMap3, 3) #if defined( GFSDK_WAVEWORKS_GL ) - GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(nvsf_g_samplerDisplacementMapTextureArray, nvsf_g_textureArrayDisplacementMap, 4) + GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(g_samplerDisplacementMapTextureArray, 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_BEGIN_ATTR_PS_CBUFFER(attr_ps_buffer) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_TexelLength_x2_PS, 0) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade1Scale_PS, 1) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade1TexelScale_PS, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade1UVOffset_PS, 3) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade2Scale_PS, 4) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade2TexelScale_PS, 5) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade2UVOffset_PS, 6) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade3Scale_PS, 7) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade3TexelScale_PS, 8) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, 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) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap0, g_textureGradientMap0, 0) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap1, g_textureGradientMap1, 1) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap2, g_textureGradientMap2, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap3, g_textureGradientMap3, 3) #if defined( GFSDK_WAVEWORKS_GL ) - GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER_TEXTUREARRAY(nvsf_g_samplerGradientMapTextureArray, nvsf_g_textureArrayGradientMap, 4) + GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER_TEXTUREARRAY(g_samplerGradientMapTextureArray, 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); + float4 tex_coord_cascade01 SEMANTIC(TEXCOORD0); + float4 tex_coord_cascade23 SEMANTIC(TEXCOORD1); + float4 blend_factor_cascade0123 SEMANTIC(TEXCOORD2); + float3 eye_vec SEMANTIC(TEXCOORD3); }; struct GFSDK_WAVEWORKS_VERTEX_OUTPUT @@ -124,186 +124,186 @@ struct GFSDK_WAVEWORKS_VERTEX_OUTPUT 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); + float3 pos_world_undisplaced = GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(In); + float distance = length(g_WorldEye - 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; + float2 uv_world_cascade0 = pos_world_undisplaced.xy * g_UVScaleCascade0123.x; + float2 uv_world_cascade1 = pos_world_undisplaced.xy * g_UVScaleCascade0123.y; + float2 uv_world_cascade2 = pos_world_undisplaced.xy * g_UVScaleCascade0123.z; + float2 uv_world_cascade3 = pos_world_undisplaced.xy * 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; + float4 blendfactors; + float4 cascade_spatial_size = 1.0/g_UVScaleCascade0123.xyzw; + blendfactors.x = 1.0; + blendfactors.yzw = saturate(0.25*(cascade_spatial_size.yzw*24.0-distance)/cascade_spatial_size.yzw); + blendfactors.yzw *= blendfactors.yzw; // Displacement map #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) + float3 displacement; + if(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; + displacement = blendfactors.x * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade0, 0.0), 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade1, 1.0), 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade2, 2.0), 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(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; + displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, 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; + float3 displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz; #endif - float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; + float3 pos_world = pos_world_undisplaced + 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; + Output.interp.eye_vec = g_WorldEye - pos_world; + Output.interp.tex_coord_cascade01.xy = uv_world_cascade0; + Output.interp.tex_coord_cascade01.zw = uv_world_cascade1; + Output.interp.tex_coord_cascade23.xy = uv_world_cascade2; + Output.interp.tex_coord_cascade23.zw = uv_world_cascade3; + Output.interp.blend_factor_cascade0123 = blendfactors; + Output.pos_world = pos_world; + Output.pos_world_undisplaced = pos_world_undisplaced; + Output.world_displacement = 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 + + float3 tessellated_ws_position = In0.xyz * BarycentricCoords.x + In1.xyz * BarycentricCoords.y + In2.xyz * BarycentricCoords.z; - float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position; + float3 pos_world_undisplaced = 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; + float4 blendfactors; + float distance = length(g_WorldEye - pos_world_undisplaced); + float4 cascade_spatial_size = 1.0/g_UVScaleCascade0123.xyzw; + blendfactors.x = 1.0; + blendfactors.yzw = saturate(0.25*(cascade_spatial_size.yzw*24.0-distance)/cascade_spatial_size.yzw); + blendfactors.yzw *= 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; + float2 uv_world_cascade0 = pos_world_undisplaced.xy * g_UVScaleCascade0123.x; + float2 uv_world_cascade1 = pos_world_undisplaced.xy * g_UVScaleCascade0123.y; + float2 uv_world_cascade2 = pos_world_undisplaced.xy * g_UVScaleCascade0123.z; + float2 uv_world_cascade3 = pos_world_undisplaced.xy * g_UVScaleCascade0123.w; // Displacement map #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) + float3 displacement; + if(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; + displacement = blendfactors.x * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade0, 0.0), 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade1, 1.0), 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade2, 2.0), 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(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; + displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, 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; + float3 displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz; #endif - float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; + float3 pos_world = pos_world_undisplaced + 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; + Output.interp.eye_vec = g_WorldEye - pos_world; + Output.interp.tex_coord_cascade01.xy = uv_world_cascade0; + Output.interp.tex_coord_cascade01.zw = uv_world_cascade1; + Output.interp.tex_coord_cascade23.xy = uv_world_cascade2; + Output.interp.tex_coord_cascade23.zw = uv_world_cascade3; + Output.interp.blend_factor_cascade0123 = blendfactors; + Output.pos_world = pos_world; + Output.pos_world_undisplaced = pos_world_undisplaced; + Output.world_displacement = 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 + + float3 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; + float3 pos_world_undisplaced = 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; + float4 blendfactors; + float distance = length(g_WorldEye - pos_world_undisplaced); + float4 cascade_spatial_size = 1.0/g_UVScaleCascade0123.xyzw; + blendfactors.x = 1.0; + blendfactors.yzw = saturate(0.25*(cascade_spatial_size.yzw*24.0-distance)/cascade_spatial_size.yzw); + blendfactors.yzw *= 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; + float2 uv_world_cascade0 = pos_world_undisplaced.xy * g_UVScaleCascade0123.x; + float2 uv_world_cascade1 = pos_world_undisplaced.xy * g_UVScaleCascade0123.y; + float2 uv_world_cascade2 = pos_world_undisplaced.xy * g_UVScaleCascade0123.z; + float2 uv_world_cascade3 = pos_world_undisplaced.xy * g_UVScaleCascade0123.w; // Displacement map #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) + float3 displacement; + if(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; + displacement = blendfactors.x * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade0, 0.0), 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade1, 1.0), 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade2, 2.0), 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(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; + displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, 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; + float3 displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz; + displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz; + displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz; + displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz; #endif - float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; + float3 pos_world = pos_world_undisplaced + 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; + Output.interp.eye_vec = g_WorldEye - pos_world; + Output.interp.tex_coord_cascade01.xy = uv_world_cascade0; + Output.interp.tex_coord_cascade01.zw = uv_world_cascade1; + Output.interp.tex_coord_cascade23.xy = uv_world_cascade2; + Output.interp.tex_coord_cascade23.zw = uv_world_cascade3; + Output.interp.blend_factor_cascade0123 = blendfactors; + Output.pos_world = pos_world; + Output.pos_world_undisplaced = pos_world_undisplaced; + Output.world_displacement = displacement; return Output; } @@ -319,83 +319,83 @@ struct GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES 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); + // Beware: 'eye_vec' is a large number, 32bit floating point required. + float3 eye_dir = normalize(In.eye_vec); // --------------- Water body color - float4 nvsf_grad_fold0; - float4 nvsf_grad_fold1; - float4 nvsf_grad_fold2; - float4 nvsf_grad_fold3; + float4 grad_fold0; + float4 grad_fold1; + float4 grad_fold2; + float4 grad_fold3; #if defined(GFSDK_WAVEWORKS_GL) - float3 nvsf_displacement; - if(nvsf_g_UseTextureArrays > 0) + float3 displacement; + if(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)); + grad_fold0 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade01.xy, 0.0)); + grad_fold1 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade01.zw, 1.0)); + grad_fold2 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade23.xy, 2.0)); + grad_fold3 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.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); + grad_fold0 = SampleTex2D(g_textureGradientMap0, g_samplerGradientMap0, In.tex_coord_cascade01.xy); + grad_fold1 = SampleTex2D(g_textureGradientMap1, g_samplerGradientMap1, In.tex_coord_cascade01.zw); + grad_fold2 = SampleTex2D(g_textureGradientMap2, g_samplerGradientMap2, In.tex_coord_cascade23.xy); + grad_fold3 = SampleTex2D(g_textureGradientMap3, g_samplerGradientMap3, In.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); + grad_fold0 = SampleTex2D(g_textureGradientMap0, g_samplerGradientMap0, In.tex_coord_cascade01.xy); + grad_fold1 = SampleTex2D(g_textureGradientMap1, g_samplerGradientMap1, In.tex_coord_cascade01.zw); + grad_fold2 = SampleTex2D(g_textureGradientMap2, g_samplerGradientMap2, In.tex_coord_cascade23.xy); + grad_fold3 = SampleTex2D(g_textureGradientMap3, g_samplerGradientMap3, In.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; + float2 grad; + grad.xy = grad_fold0.xy*In.blend_factor_cascade0123.x + + grad_fold1.xy*In.blend_factor_cascade0123.y*g_Cascade1TexelScale_PS + + grad_fold2.xy*In.blend_factor_cascade0123.z*g_Cascade2TexelScale_PS + + grad_fold3.xy*In.blend_factor_cascade0123.w*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 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 = + float 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); + 100.0*grad_fold0.w * + lerp(c2c_scale, grad_fold1.w, In.blend_factor_cascade0123.y)* + lerp(c2c_scale, grad_fold2.w, In.blend_factor_cascade0123.z)* + lerp(c2c_scale, grad_fold3.w, In.blend_factor_cascade0123.w); - float nvsf_foam_surface_folding = + float 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)); + (1.0-grad_fold0.z) + + (1.0-grad_fold1.z) + + (1.0-grad_fold2.z) + + (1.0-grad_fold3.z)); // Calculate normal here. - float3 nvsf_normal = normalize(float3(nvsf_grad, nvsf_g_TexelLength_x2_PS)); + float3 normal = normalize(float3(grad, 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 = + float 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 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)); + (1.0-grad_fold0.z) + + hats_c2c_scale*(1.0-grad_fold1.z) + + hats_c2c_scale*hats_c2c_scale*(1.0-grad_fold2.z) + + hats_c2c_scale*hats_c2c_scale*hats_c2c_scale*(1.0-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; + Output.normal = normal; + Output.eye_dir = eye_dir; + Output.foam_surface_folding = foam_surface_folding; + Output.foam_turbulent_energy = log(1.0 + foam_turbulent_energy); + Output.foam_wave_hats = foam_wave_hats; return Output; } |