mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 03:50:09 +00:00
308 lines
9.4 KiB
HLSL
308 lines
9.4 KiB
HLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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//----------------------------------------------------------
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// Patches.Coefficients
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//----------------------------------------------------------
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static float4x4 Q = {
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1.f/6.f, 2.f/3.f, 1.f/6.f, 0.f,
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0.f, 2.f/3.f, 1.f/3.f, 0.f,
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0.f, 1.f/3.f, 2.f/3.f, 0.f,
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0.f, 1.f/6.f, 2.f/3.f, 1.f/6.f
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};
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// Boundary
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static float4x3 B = {
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1.0f, 0.0f, 0.0f,
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2.f/3.f, 1.f/3.f, 0.0f,
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1.f/3.f, 2.f/3.f, 0.0f,
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1.f/6.f, 2.f/3.f, 1.f/6.f
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};
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// Corner
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static float4x4 R = {
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1.f/6.f, 2.f/3.f, 1.f/6.f, 0.0f,
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0.0f, 2.f/3.f, 1.f/3.f, 0.0f,
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0.0f, 1.f/3.f, 2.f/3.f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f
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};
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//----------------------------------------------------------
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// Patches.Vertex
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//----------------------------------------------------------
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void vs_main_patches( in InputVertex input,
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out HullVertex output )
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{
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output.position = mul(ModelViewMatrix, input.position);
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
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#if OSD_NUM_VARYINGS > 0
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for (int i = 0; i< OSD_NUM_VARYINGS; ++i)
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output.varyings[i] = input.varyings[i];
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#endif
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}
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//----------------------------------------------------------
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// Patches.HullRegular
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//----------------------------------------------------------
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HS_CONSTANT_FUNC_OUT HSConstFunc(
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InputPatch<HullVertex, 12> patch,
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uint primitiveID : SV_PrimitiveID)
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{
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HS_CONSTANT_FUNC_OUT output;
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int patchLevel = GetPatchLevel(primitiveID);
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OSD_PATCH_CULL(12);
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#if OSD_ENABLE_SCREENSPACE_TESSELLATION
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output.tessLevelOuter[0] =
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TessAdaptive(patch[1].position.xyz, patch[2].position.xyz, patchLevel);
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output.tessLevelOuter[1] =
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TessAdaptive(patch[2].position.xyz, patch[6].position.xyz, patchLevel);
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output.tessLevelOuter[2] =
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TessAdaptive(patch[5].position.xyz, patch[6].position.xyz, patchLevel);
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output.tessLevelOuter[3] =
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TessAdaptive(patch[1].position.xyz, patch[5].position.xyz, patchLevel);
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output.tessLevelInner[0] =
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max(output.tessLevelOuter[1], output.tessLevelOuter[3]);
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output.tessLevelInner[1] =
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max(output.tessLevelOuter[0], output.tessLevelOuter[2]);
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#else
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output.tessLevelInner[0] = GetTessLevel(patchLevel);
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output.tessLevelInner[1] = GetTessLevel(patchLevel);
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output.tessLevelOuter[0] = GetTessLevel(patchLevel);
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output.tessLevelOuter[1] = GetTessLevel(patchLevel);
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output.tessLevelOuter[2] = GetTessLevel(patchLevel);
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output.tessLevelOuter[3] = GetTessLevel(patchLevel);
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#endif
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return output;
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}
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[domain("quad")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(16)]
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[patchconstantfunc("HSConstFunc")]
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HullVertex hs_main_patches(
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in InputPatch<HullVertex, 12> patch,
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uint primitiveID : SV_PrimitiveID,
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in uint ID : SV_OutputControlPointID )
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{
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int i = ID/4;
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int j = ID%4;
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i = 3 - i;
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float3 H[3];
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for (int l=0; l<3; ++l) {
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H[l] = float3(0,0,0);
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for (int k=0; k<4; ++k) {
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H[l] += Q[i][k] * patch[l*4 + k].position.xyz;
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}
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}
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float3 pos = float3(0,0,0);
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for (int k=0; k<3; ++k){
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pos += B[j][k] * H[k];
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}
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HullVertex output;
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output.position = float4(pos, 1.0);
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int patchLevel = GetPatchLevel(primitiveID);
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// +0.5 to avoid interpolation error of integer value
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output.patchCoord = float4(0, 0,
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patchLevel+0.5,
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primitiveID+LevelBase+0.5);
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OSD_COMPUTE_PTEX_COORD_HULL_SHADER;
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return output;
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}
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//----------------------------------------------------------
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// Patches.DomainRegular
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//----------------------------------------------------------
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// B-spline basis evaluation via deBoor pyramid...
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void
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EvalCubicBSpline(in float u, out float B[4], out float BU[4])
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{
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float t = u;
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float s = 1.0 - u;
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float C0 = s * (0.5 * s);
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float C1 = t * (s + 0.5 * t) + s * (0.5 * s + t);
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float C2 = t * ( 0.5 * t);
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B[0] = 1.f/3.f * s * C0;
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B[1] = (2.f/3.f * s + t) * C0 + (2.f/3.f * s + 1.f/3.f * t) * C1;
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B[2] = (1.f/3.f * s + 2.f/3.f * t) * C1 + ( s + 2.f/3.f * t) * C2;
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B[3] = 1.f/3.f * t * C2;
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BU[0] = - C0;
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BU[1] = C0 - C1;
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BU[2] = C1 - C2;
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BU[3] = C2;
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}
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void
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Univar4x4(in float u, out float B[4], out float D[4])
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{
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float t = u;
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float s = 1.0 - u;
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float A0 = s * s;
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float A1 = 2 * s * t;
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float A2 = t * t;
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B[0] = s * A0;
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B[1] = t * A0 + s * A1;
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B[2] = t * A1 + s * A2;
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B[3] = t * A2;
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D[0] = - A0;
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D[1] = A0 - A1;
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D[2] = A1 - A2;
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D[3] = A2;
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}
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[domain("quad")]
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void ds_main_patches(
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in HS_CONSTANT_FUNC_OUT input,
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in OutputPatch<HullVertex, 16> patch,
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in float2 uv : SV_DomainLocation,
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out OutputVertex output )
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{
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float u = uv.x,
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v = uv.y;
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float B[4], D[4];
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Univar4x4(u, B, D);
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float3 BUCP[4], DUCP[4];
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for (int i=0; i<4; ++i) {
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BUCP[i] = float3(0,0,0);
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DUCP[i] = float3(0,0,0);
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for (int j=0; j<4; ++j) {
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float3 A = patch[4*i + j].position.xyz;
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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}
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}
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float3 WorldPos = float3(0,0,0);
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float3 Tangent = float3(0,0,0);
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float3 BiTangent = float3(0,0,0);
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Univar4x4(v, B, D);
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for (int i=0; i<4; ++i) {
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WorldPos += B[i] * BUCP[i];
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Tangent += B[i] * DUCP[i];
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BiTangent += D[i] * BUCP[i];
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}
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float3 normal = -normalize(cross(BiTangent, Tangent));
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output.position = float4(WorldPos, 1.0f);
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output.normal = normal;
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output.tangent = -normalize(BiTangent);
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output.patchCoord = patch[0].patchCoord;
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output.patchCoord.xy = float2(1.0-v, u);
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OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER;
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OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(0);
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OSD_DISPLACEMENT_CALLBACK;
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output.positionOut = mul(ProjectionMatrix, float4(WorldPos, 1.0f));
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}
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//----------------------------------------------------------
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// Patches.Vertex
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//----------------------------------------------------------
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void vs_main( in InputVertex input,
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out OutputVertex output)
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{
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output.positionOut = mul(ModelViewProjectionMatrix, input.position);
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}
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//----------------------------------------------------------
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// Patches.PixelColor
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//----------------------------------------------------------
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cbuffer Data : register( b2 ) {
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float4 color;
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};
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void ps_main( in OutputVertex input,
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out float4 colorOut : SV_Target )
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{
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colorOut = color;
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}
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