// 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_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(g_textureEnergyMap,g_samplerEnergyMap,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 // 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 #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 { 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, 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 folding = max(0,SampleTex2D(g_textureEnergyMap, 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 Output = float4(energy,energy,energy,energy); } #endif // !GFSDK_WAVEWORKS_OMIT_PS