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-rw-r--r--src/shader/CalcGradient.fx60
-rw-r--r--src/shader/CalcGradient_glsl_ps.h36
-rw-r--r--src/shader/CalcGradient_glsl_vs.h26
-rw-r--r--src/shader/FoamGeneration.fx54
-rw-r--r--src/shader/FoamGeneration_glsl_ps.h41
-rw-r--r--src/shader/FoamGeneration_glsl_vs.h25
-rw-r--r--src/shader/Quadtree_SM4_sig.fx2
-rw-r--r--src/shader/Quadtree_SM5_sig.fx2
8 files changed, 187 insertions, 59 deletions
diff --git a/src/shader/CalcGradient.fx b/src/shader/CalcGradient.fx
index 58ffd3e..f2526a9 100644
--- a/src/shader/CalcGradient.fx
+++ b/src/shader/CalcGradient.fx
@@ -43,41 +43,41 @@
// 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);
+BEGIN_CBUFFER(globals,0)
+DECLARE_ATTR_CONSTANT(float4,g_Scales, 0); // was: float g_ChoppyScale, g_GradMap2TexelWSScale
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Left, 1);
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Right,2);
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Back, 3);
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Front,4);
END_CBUFFER
-DECLARE_ATTR_SAMPLER(nvsf_g_textureDisplacementMap,nvsf_g_samplerDisplacementMap,0);
+DECLARE_ATTR_SAMPLER(g_textureDisplacementMap,g_samplerDisplacementMap,0);
#ifdef GFSDK_WAVEWORKS_GL
-varying float2 nvsf_vInterpTexCoord;
+varying float2 vInterpTexCoord;
#endif
#ifndef GFSDK_WAVEWORKS_OMIT_VS
#ifdef GFSDK_WAVEWORKS_GL
-attribute float4 nvsf_vInPos;
-attribute float2 nvsf_vInTexCoord;
-#define nvsf_vOutPos gl_Position
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+#define 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)
+ float4 vInPos SEMANTIC(POSITION),
+ float2 vInTexCoord SEMANTIC(TEXCOORD0),
+ out float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 vOutPos SEMANTIC(SV_Position)
)
#endif
{
// No need to do matrix transform.
- nvsf_vOutPos = nvsf_vInPos;
+ vOutPos = vInPos;
// Pass through general texture coordinate.
- nvsf_vInterpTexCoord = nvsf_vInTexCoord;
+ vInterpTexCoord = vInTexCoord;
}
#endif // !GFSDK_WAVEWORKS_OMIT_VS
@@ -86,32 +86,32 @@ void vs(
#ifndef GFSDK_WAVEWORKS_OMIT_PS
#ifdef GFSDK_WAVEWORKS_GL
-#define nvsf_Output gl_FragColor
+#define Output gl_FragColor
void main()
#else
void ps(
- float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0),
- out float4 nvsf_Output SEMANTIC(SV_Target)
+ float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 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;
+ float3 displace_left = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Left.xy).rgb;
+ float3 displace_right = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Right.xy).rgb;
+ float3 displace_back = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Back.xy).rgb;
+ float3 displace_front = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + 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) };
+ float2 gradient = float2(-(displace_right.z - displace_left.z) / max(0.01,1.0 + g_Scales.y*(displace_right.x - displace_left.x)), -(displace_front.z - displace_back.z) / max(0.01,1.0+g_Scales.y*(displace_front.y - displace_back.y)));
+ //float2 gradient = {-(displace_right.z - displace_left.z), -(displace_front.z - 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;
+ float2 Dx = (displace_right.xy - displace_left.xy) * g_Scales.x;
+ float2 Dy = (displace_front.xy - displace_back.xy) * g_Scales.x;
+ float J = (1.0f + Dx.x) * (1.0f + Dy.y) - Dx.y * Dy.x;
// Output
- nvsf_Output = float4(nvsf_gradient, nvsf_J, 0);
+ Output = float4(gradient, J, 0);
}
#endif // !GFSDK_WAVEWORKS_OMIT_PS
diff --git a/src/shader/CalcGradient_glsl_ps.h b/src/shader/CalcGradient_glsl_ps.h
new file mode 100644
index 0000000..2ef7ed8
--- /dev/null
+++ b/src/shader/CalcGradient_glsl_ps.h
@@ -0,0 +1,36 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_Scales;
+uniform vec4 g_OneTexel_Left;
+uniform vec4 g_OneTexel_Right;
+uniform vec4 g_OneTexel_Back;
+uniform vec4 g_OneTexel_Front;
+
+uniform sampler2D g_samplerDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+void main()
+{
+ // Sample neighbour texels
+ float3 displace_left = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Left.xy).rgb;
+ float3 displace_right = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Right.xy).rgb;
+ float3 displace_back = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Back.xy).rgb;
+ float3 displace_front = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Front.xy).rgb;
+
+ // -------- Do not store the actual normal value, instead, it preserves two differential values.
+ float2 gradient = float2(-(displace_right.z - displace_left.z) / max(0.01,1.0 + g_Scales.y*(displace_right.x - displace_left.x)), -(displace_front.z - displace_back.z) / max(0.01,1.0+g_Scales.y*(displace_front.y - displace_back.y)));
+ //float2 gradient = {-(displace_right.z - displace_left.z), -(displace_front.z - displace_back.z) };
+
+ // Calculate Jacobian corelation from the partial differential of displacement field
+ float2 Dx = (displace_right.xy - displace_left.xy) * g_Scales.x;
+ float2 Dy = (displace_front.xy - displace_back.xy) * g_Scales.x;
+ float J = (1.0f + Dx.x) * (1.0f + Dy.y) - Dx.y * Dy.x;
+
+ // Output
+ gl_FragColor = float4(gradient, J, 0);
+}
+)glsl";
diff --git a/src/shader/CalcGradient_glsl_vs.h b/src/shader/CalcGradient_glsl_vs.h
new file mode 100644
index 0000000..aa2747a
--- /dev/null
+++ b/src/shader/CalcGradient_glsl_vs.h
@@ -0,0 +1,26 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_Scales;
+uniform vec4 g_OneTexel_Left;
+uniform vec4 g_OneTexel_Right;
+uniform vec4 g_OneTexel_Back;
+uniform vec4 g_OneTexel_Front;
+
+uniform sampler2D g_textureDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+void main()
+{
+ // No need to do matrix transform.
+ gl_Position = vInPos;
+
+ // Pass through general texture coordinate.
+ vInterpTexCoord = vInTexCoord;
+}
+)glsl";
diff --git a/src/shader/FoamGeneration.fx b/src/shader/FoamGeneration.fx
index 50a7007..a50e821 100644
--- a/src/shader/FoamGeneration.fx
+++ b/src/shader/FoamGeneration.fx
@@ -43,39 +43,39 @@
// Global variables
//------------------------------------------------------------------------------------
-BEGIN_CBUFFER(nvsf_globals,0)
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_DissipationFactors,0); // x - the blur extents, y - the fadeout multiplier, z - the accumulation multiplier, w - foam generation threshold
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_SourceComponents ,1); // xyzw - weights of energy map components to be sampled
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_UVOffsets ,2); // xy - defines either horizontal offsets either vertical offsets
+BEGIN_CBUFFER(globals,0)
+DECLARE_ATTR_CONSTANT(float4,g_DissipationFactors,0); // x - the blur extents, y - the fadeout multiplier, z - the accumulation multiplier, w - foam generation threshold
+DECLARE_ATTR_CONSTANT(float4,g_SourceComponents ,1); // xyzw - weights of energy map components to be sampled
+DECLARE_ATTR_CONSTANT(float4,g_UVOffsets ,2); // xy - defines either horizontal offsets either vertical offsets
END_CBUFFER
-DECLARE_ATTR_SAMPLER(nvsf_g_textureEnergyMap,nvsf_g_samplerEnergyMap,0);
+DECLARE_ATTR_SAMPLER(g_textureEnergyMap,g_samplerEnergyMap,0);
#ifdef GFSDK_WAVEWORKS_GL
-varying float2 nvsf_vInterpTexCoord;
+varying float2 vInterpTexCoord;
#endif
#ifndef GFSDK_WAVEWORKS_OMIT_VS
#ifdef GFSDK_WAVEWORKS_GL
-attribute float4 nvsf_vInPos;
-attribute float2 nvsf_vInTexCoord;
-#define nvsf_vOutPos gl_Position
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+#define 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)
+ float4 vInPos SEMANTIC(POSITION),
+ float2 vInTexCoord SEMANTIC(TEXCOORD0),
+ out float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 vOutPos SEMANTIC(SV_Position)
)
#endif
{
// No need to do matrix transform.
- nvsf_vOutPos = nvsf_vInPos;
+ vOutPos = vInPos;
// Pass through general texture coordinate.
- nvsf_vInterpTexCoord = nvsf_vInTexCoord;
+ vInterpTexCoord = vInTexCoord;
}
#endif // !GFSDK_WAVEWORKS_OMIT_VS
@@ -89,33 +89,33 @@ void vs(
#ifndef GFSDK_WAVEWORKS_OMIT_PS
#ifdef GFSDK_WAVEWORKS_GL
-#define nvsf_Output gl_FragColor
+#define Output gl_FragColor
void main()
#else
void ps(
- float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0),
- out float4 nvsf_Output SEMANTIC(SV_Target)
+ float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 Output SEMANTIC(SV_Target)
)
#endif
{
- float2 nvsf_UVoffset = nvsf_g_UVOffsets.xy*nvsf_g_DissipationFactors.x;
+ float2 UVoffset = g_UVOffsets.xy*g_DissipationFactors.x;
// blur with variable size kernel is done by doing 4 bilinear samples,
// each sample is slightly offset from the center point
- float nvsf_foamenergy1 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy + nvsf_UVoffset));
- float nvsf_foamenergy2 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy - nvsf_UVoffset));
- float nvsf_foamenergy3 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy + nvsf_UVoffset*2.0));
- float nvsf_foamenergy4 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy - nvsf_UVoffset*2.0));
+ float foamenergy1 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset));
+ float foamenergy2 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset));
+ float foamenergy3 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset*2.0));
+ float foamenergy4 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset*2.0));
- float nvsf_folding = max(0,SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy).z);
+ float folding = max(0,SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy).z);
- float nvsf_energy = nvsf_g_DissipationFactors.y*((nvsf_foamenergy1 + nvsf_foamenergy2 + nvsf_foamenergy3 + nvsf_foamenergy4)*0.25 + max(0,(1.0-nvsf_folding-nvsf_g_DissipationFactors.w))*nvsf_g_DissipationFactors.z);
+ float energy = g_DissipationFactors.y*((foamenergy1 + foamenergy2 + foamenergy3 + foamenergy4)*0.25 + max(0,(1.0-folding-g_DissipationFactors.w))*g_DissipationFactors.z);
- nvsf_energy = min(1.0,nvsf_energy);
+ energy = min(1.0,energy);
// Output
- nvsf_Output = float4(nvsf_energy,nvsf_energy,nvsf_energy,nvsf_energy);
+ Output = float4(energy,energy,energy,energy);
}
#endif // !GFSDK_WAVEWORKS_OMIT_PS \ No newline at end of file
diff --git a/src/shader/FoamGeneration_glsl_ps.h b/src/shader/FoamGeneration_glsl_ps.h
new file mode 100644
index 0000000..0ab5eed
--- /dev/null
+++ b/src/shader/FoamGeneration_glsl_ps.h
@@ -0,0 +1,41 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_DissipationFactors;
+uniform vec4 g_SourceComponents;
+uniform vec4 g_UVOffsets;
+
+uniform sampler2D g_samplerDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+// at 1st rendering step, the folding and the accumulated foam values are being read from gradient map (components z and w),
+// blurred by X, summed, faded and written to foam energy map
+
+// at 2nd rendering step, the accumulated foam values are being read from foam energy texture,
+// blurred by Y and written to w component of gradient map
+
+void main()
+{
+
+ float2 UVoffset = g_UVOffsets.xy*g_DissipationFactors.x;
+
+ // blur with variable size kernel is done by doing 4 bilinear samples,
+ // each sample is slightly offset from the center point
+ float foamenergy1 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset));
+ float foamenergy2 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset));
+ float foamenergy3 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset*2.0));
+ float foamenergy4 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset*2.0));
+
+ float folding = max(0,texture(g_samplerEnergyMap, vInterpTexCoord.xy).z);
+
+ float energy = g_DissipationFactors.y*((foamenergy1 + foamenergy2 + foamenergy3 + foamenergy4)*0.25 + max(0,(1.0-folding-g_DissipationFactors.w))*g_DissipationFactors.z);
+
+ energy = min(1.0,energy);
+
+ // Output
+ gl_FragColor = float4(energy,energy,energy,energy);
+}
+)glsl";
diff --git a/src/shader/FoamGeneration_glsl_vs.h b/src/shader/FoamGeneration_glsl_vs.h
new file mode 100644
index 0000000..519efb2
--- /dev/null
+++ b/src/shader/FoamGeneration_glsl_vs.h
@@ -0,0 +1,25 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_DissipationFactors;
+uniform vec4 g_SourceComponents;
+uniform vec4 g_UVOffsets;
+
+uniform sampler2D g_samplerDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+
+void main()
+{
+ // No need to do matrix transform.
+ gl_Position = vInPos;
+
+ // Pass through general texture coordinate.
+ vInterpTexCoord = vInTexCoord;
+}
+)glsl"; \ No newline at end of file
diff --git a/src/shader/Quadtree_SM4_sig.fx b/src/shader/Quadtree_SM4_sig.fx
index f8d1a9d..c121356 100644
--- a/src/shader/Quadtree_SM4_sig.fx
+++ b/src/shader/Quadtree_SM4_sig.fx
@@ -35,5 +35,5 @@
float4 GFSDK_WAVEWORKS_VERTEX_INPUT_Sig(GFSDK_WAVEWORKS_VERTEX_INPUT In) : SV_Position
{
- return In.nvsf_vPos;
+ return In.vPos;
}
diff --git a/src/shader/Quadtree_SM5_sig.fx b/src/shader/Quadtree_SM5_sig.fx
index c33887e..adefd2a 100644
--- a/src/shader/Quadtree_SM5_sig.fx
+++ b/src/shader/Quadtree_SM5_sig.fx
@@ -41,5 +41,5 @@
float4 GFSDK_WAVEWORKS_VERTEX_INPUT_Sig(GFSDK_WAVEWORKS_VERTEX_INPUT In) : SV_Position
{
- return In.nvsf_vPos;
+ return In.vPos;
}