// This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright © 2008- 2013 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and related documentation and any modifications thereto. // Any use, reproduction, disclosure or distribution of this software and related // documentation without an express license agreement from NVIDIA Corporation is // strictly prohibited. // #include "GFSDK_WaveWorks_Common.fxh" #ifdef GFSDK_WAVEWORKS_GL #define DECLARE_ATTR_CONSTANT(Type,Label,Regoff) uniform Type Label #define DECLARE_ATTR_SAMPLER(Label,TextureLabel,Regoff) \ uniform sampler2D TextureLabel #else #define DECLARE_ATTR_CONSTANT(Type,Label,Regoff) Type Label : register(c##Regoff) #define DECLARE_ATTR_SAMPLER(Label,TextureLabel,Regoff) \ Texture2D Label : register(t##Regoff); \ SamplerState TextureLabel : register(s##Regoff) #endif //------------------------------------------------------------------------------------ // Global variables //------------------------------------------------------------------------------------ BEGIN_CBUFFER(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(g_textureDisplacementMap,g_samplerDisplacementMap,0); #ifdef GFSDK_WAVEWORKS_GL varying float2 vInterpTexCoord; #endif #ifndef GFSDK_WAVEWORKS_OMIT_VS #ifdef GFSDK_WAVEWORKS_GL attribute float4 vInPos; attribute float2 vInTexCoord; #define vOutPos gl_Position void main() #else void vs( 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. vOutPos = vInPos; // Pass through general texture coordinate. vInterpTexCoord = vInTexCoord; } #endif // !GFSDK_WAVEWORKS_OMIT_VS #ifndef GFSDK_WAVEWORKS_OMIT_PS #ifdef GFSDK_WAVEWORKS_GL #define Output gl_FragColor void main() #else void ps( float2 vInterpTexCoord SEMANTIC(TEXCOORD0), out float4 Output SEMANTIC(SV_Target) ) #endif { // Sample neighbour texels 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 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 Output = float4(gradient, J, 0); } #endif // !GFSDK_WAVEWORKS_OMIT_PS