summaryrefslogtreecommitdiff
path: root/src/shader/Attributes.fxh
diff options
context:
space:
mode:
Diffstat (limited to 'src/shader/Attributes.fxh')
-rw-r--r--src/shader/Attributes.fxh403
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 */