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// 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.
//
//------------------------------------------------------------------------------------
// Global variables
//------------------------------------------------------------------------------------
float4x4 g_matViewToPSM;
float g_PSMSlices;
float3 g_PSMTint;
Texture3D g_PSMMap;
//------------------------------------------------------------------------------------
// Constants
//------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
// Texture & Samplers
//-----------------------------------------------------------------------------------
SamplerState g_SamplerPSM
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
//--------------------------------------------------------------------------------------
// DepthStates
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// RasterStates
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// BlendStates
//--------------------------------------------------------------------------------------
BlendState PSMBlend
{
BlendEnable[0] = TRUE;
RenderTargetWriteMask[0] = 0xF;
SrcBlend = Zero;
DestBlend = Inv_Src_Color;
BlendOp = Add;
SrcBlendAlpha = Zero;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
};
//--------------------------------------------------------------------------------------
// Structs
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Functions
//--------------------------------------------------------------------------------------
float3 CalcPSMShadowFactor(float3 PSMCoords)
{
int PSMMapW, PSMMapH, PSMMapD;
g_PSMMap.GetDimensions(PSMMapW, PSMMapH, PSMMapD);
float NumSlices = g_PSMSlices;
float slice = NumSlices * saturate(PSMCoords.z) + 1.f; // +1.f because zero slice reserved for coverage
slice = min(slice, NumSlices + 0.5f);
float slice_upper = ceil(slice);
float slice_lower = slice_upper - 1;
float3 lower_uvz = float3(PSMCoords.xy,(0.5f+slice_lower)/float(PSMMapD));
float3 upper_uvz = float3(PSMCoords.xy,(0.5f+slice_upper)/float(PSMMapD));
float4 raw_lower_vals = slice_lower < 1.f ? 1.f : g_PSMMap.SampleLevel(g_SamplerPSM, lower_uvz, 0);
float raw_upper_val = slice_upper < 1.f ? 1.f : g_PSMMap.SampleLevel(g_SamplerPSM, upper_uvz, 0).r;
float lower_val;
float upper_val;
float slice_lerp = 2.f * frac(slice);
if(slice_lerp >= 1.f) {
lower_val = raw_lower_vals.g;
upper_val = raw_upper_val;
} else if(slice_lerp < 1.f) {
lower_val = raw_lower_vals.r;
upper_val = raw_lower_vals.g;
}
float shadow_factor = lerp(lower_val,upper_val,frac(slice_lerp));
return pow(shadow_factor,g_PSMTint);
}
//--------------------------------------------------------------------------------------
// Techniques
//--------------------------------------------------------------------------------------
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