mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 21:40:07 +00:00
ed3fa312e5
Removed the use of the LOOP preprocessor symbol from the remaining example shader code. The shader code is now configured according to the types of the resulting patches without depending on the subdivision scheme of the mesh topology.
622 lines
20 KiB
HLSL
622 lines
20 KiB
HLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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struct OutputPointVertex {
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float4 positionOut : SV_Position;
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};
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cbuffer Transform : register( b0 ) {
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float4x4 ModelViewMatrix;
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float4x4 ProjectionMatrix;
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float4x4 ModelViewProjectionMatrix;
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float4x4 ModelViewInverseMatrix;
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};
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cbuffer Tessellation : register( b1 ) {
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float TessLevel;
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int PrimitiveIdBase;
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};
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cbuffer Config : register( b3 ) {
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float displacementScale;
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float mipmapBias;
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};
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float4x4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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float4x4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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float4x4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return 0;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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}
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// ---------------------------------------------------------------------------
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#if defined(DISPLACEMENT_HW_BILINEAR) \
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|| defined(DISPLACEMENT_BILINEAR) \
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|| defined(DISPLACEMENT_BIQUADRATIC) \
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|| defined(NORMAL_HW_SCREENSPACE) \
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|| defined(NORMAL_SCREENSPACE) \
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|| defined(NORMAL_BIQUADRATIC) \
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|| defined(NORMAL_BIQUADRATIC_WG)
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Texture2DArray textureDisplace_Data : register(t6);
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Buffer<uint> textureDisplace_Packing : register(t7);
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#endif
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#if defined(DISPLACEMENT_HW_BILINEAR) \
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|| defined(DISPLACEMENT_BILINEAR) \
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|| defined(DISPLACEMENT_BIQUADRATIC)
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#undef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK \
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output.position = \
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displacement(output.position, \
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output.normal, \
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output.patchCoord);
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float4 displacement(float4 position, float3 normal, float4 patchCoord)
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{
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#if defined(DISPLACEMENT_HW_BILINEAR)
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float disp = PtexLookupFast(patchCoord,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif defined(DISPLACEMENT_BILINEAR)
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float disp = PtexMipmapLookup(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#elif defined(DISPLACEMENT_BIQUADRATIC)
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float disp = PtexMipmapLookupQuadratic(patchCoord, mipmapBias,
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textureDisplace_Data,
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textureDisplace_Packing).x;
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#else
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float disp(0);
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#endif
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return position + float4(disp*normal, 0) * displacementScale;
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}
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#endif
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float4 GeneratePatchCoord(float2 uv, int primitiveID) // for non-adaptive
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{
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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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return OsdInterpolatePatchCoord(uv, patchParam);
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}
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// ---------------------------------------------------------------------------
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// Vertex Shader
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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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output.position = mul(ModelViewMatrix, input.position);
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output.normal = mul(ModelViewMatrix,float4(input.normal, 0)).xyz;
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output.patchCoord = float4(0,0,0,0);
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output.tangent = float3(0,0,0);
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output.bitangent = float3(0,0,0);
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output.edgeDistance = float4(0,0,0,0);
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}
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// ---------------------------------------------------------------------------
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// Geometry Shader
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// ---------------------------------------------------------------------------
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struct GS_OUT
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{
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OutputVertex v;
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uint primitiveID : SV_PrimitiveID;
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};
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GS_OUT
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outputVertex(OutputVertex input, float3 normal, uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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GS_OUT
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outputVertex(OutputVertex input, float3 normal, float4 patchCoord, uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.v.patchCoord = patchCoord;
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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#define EDGE_VERTS 3
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#endif
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#ifdef PRIM_QUAD
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#define EDGE_VERTS 4
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#endif
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static float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(float2 p, float2 p0, float2 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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GS_OUT
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outputWireVertex(OutputVertex input, float3 normal,
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int index, float2 edgeVerts[EDGE_VERTS], uint primitiveID)
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{
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GS_OUT gsout;
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gsout.v = input;
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gsout.v.normal = normal;
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gsout.v.edgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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gsout.v.edgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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gsout.v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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gsout.v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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gsout.v.edgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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gsout.primitiveID = primitiveID;
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return gsout;
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}
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#endif
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#ifdef PRIM_QUAD
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[maxvertexcount(6)]
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void gs_main( lineadj OutputVertex input[4],
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inout TriangleStream<GS_OUT> triStream,
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uint primitiveID : SV_PrimitiveID)
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[3].position - input[1].position).xyz;
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float3 C = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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float4 patchCoord[4];
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patchCoord[0] = GeneratePatchCoord(float2(0, 0), primitiveID);
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patchCoord[1] = GeneratePatchCoord(float2(1, 0), primitiveID);
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patchCoord[2] = GeneratePatchCoord(float2(1, 1), primitiveID);
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patchCoord[3] = GeneratePatchCoord(float2(0, 1), primitiveID);
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triStream.Append(outputVertex(input[0], n0, patchCoord[0], primitiveID));
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triStream.Append(outputVertex(input[1], n0, patchCoord[1], primitiveID));
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triStream.Append(outputVertex(input[3], n0, patchCoord[3], primitiveID));
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triStream.RestartStrip();
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triStream.Append(outputVertex(input[3], n0, patchCoord[3], primitiveID));
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triStream.Append(outputVertex(input[1], n0, patchCoord[1], primitiveID));
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triStream.Append(outputVertex(input[2], n0, patchCoord[2], primitiveID));
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triStream.RestartStrip();
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}
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#else // PRIM_TRI
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[maxvertexcount(3)]
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void gs_main( triangle OutputVertex input[3],
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inout TriangleStream<GS_OUT> triStream,
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uint primitiveID : SV_PrimitiveID)
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{
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float4 position[3];
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float4 patchCoord[3];
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float3 normal[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = input[0].patchCoord;
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patchCoord[1] = input[1].patchCoord;
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patchCoord[2] = input[2].patchCoord;
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position[0] = input[0].position;
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position[1] = input[1].position;
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position[2] = input[2].position;
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#ifdef NORMAL_FACET
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// emit flat normals for displaced surface
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float3 A = (position[0] - position[1]).xyz;
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float3 B = (position[2] - position[1]).xyz;
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normal[0]= normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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#else
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normal[0] = input[0].normal;
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normal[1] = input[1].normal;
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normal[2] = input[2].normal;
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#endif
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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float2 edgeVerts[3];
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edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
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edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
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edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
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triStream.Append(outputWireVertex(input[0], normal[0], 0, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[1], normal[1], 1, edgeVerts, primitiveID));
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triStream.Append(outputWireVertex(input[2], normal[2], 2, edgeVerts, primitiveID));
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#else
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triStream.Append(outputVertex(input[0], normal[0], primitiveID));
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triStream.Append(outputVertex(input[1], normal[1], primitiveID));
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triStream.Append(outputVertex(input[2], normal[2], primitiveID));
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#endif
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}
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#endif
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// ---------------------------------------------------------------------------
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// IBL lighting
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// ---------------------------------------------------------------------------
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Texture2D diffuseEnvironmentMap : register(t12);
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Texture2D specularEnvironmentMap : register(t13);
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SamplerState iblSampler : register(s0);
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#define M_PI 3.14159265358
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float4
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gamma(float4 value, float g) {
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return float4(pow(value.xyz, float3(g,g,g)), 1);
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}
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float4
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getEnvironmentHDR(Texture2D tx, SamplerState sm, float3 dir)
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{
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dir = mul(ModelViewInverseMatrix, float4(dir, 0)).xyz;
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float2 uv = float2((atan2(dir.x,dir.z)/M_PI+1)*0.5, (1-dir.y)*0.5);
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return tx.Sample(sm, uv);
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}
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// ---------------------------------------------------------------------------
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// Lighting
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// ---------------------------------------------------------------------------
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#define NUM_LIGHTS 2
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struct LightSource {
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float4 position;
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float4 ambient;
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float4 diffuse;
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float4 specular;
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};
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cbuffer Lighting : register( b2 ) {
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LightSource lightSource[NUM_LIGHTS];
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};
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float4
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lighting(float4 texColor, float3 Peye, float3 Neye, float occ)
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{
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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float3 n = Neye;
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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float4 Plight = lightSource[i].position;
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float3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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float3 h = normalize(l + float3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 64.0f);
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color += (1.0 - occ) * ((lightSource[i].ambient +
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d * lightSource[i].diffuse) * texColor +
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s * lightSource[i].specular);
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}
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color.a = 1.0;
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return color;
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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float4
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edgeColor(float4 Cfill, float4 edgeDistance)
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{
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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float d =
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min(edgeDistance[0], min(edgeDistance[1], edgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(edgeDistance[0], edgeDistance[1]),
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min(edgeDistance[2], edgeDistance[3]));
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#endif
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float4 Cedge = float4(1.0, 1.0, 0.0, 1.0);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = lerp(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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#if defined(COLOR_PTEX_NEAREST) || \
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defined(COLOR_PTEX_HW_BILINEAR) || \
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defined(COLOR_PTEX_BILINEAR) || \
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defined(COLOR_PTEX_BIQUADRATIC)
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Texture2DArray textureImage_Data : register(t4);
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Buffer<uint> textureImage_Packing : register(t5);
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#endif
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#ifdef USE_PTEX_OCCLUSION
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Texture2DArray textureOcclusion_Data : register(t8);
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Buffer<uint> textureOcclusion_Packing : register(t9);
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#endif
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#ifdef USE_PTEX_SPECULAR
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Texture2DArray textureSpecular_Data : register(t10);
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Buffer<uint> textureSpecular_Packing : register(t11);
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#endif
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float4
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getAdaptivePatchColor(int3 patchParam, float sharpness)
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{
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const float4 patchColors[7*6] = {
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float4(1.0f, 1.0f, 1.0f, 1.0f), // regular
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float4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
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float4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
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float4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
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float4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
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float4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
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float4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
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float4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
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float4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
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float4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
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float4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
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float4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
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float4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
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float4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
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float4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
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float4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
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float4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
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float4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
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float4(0.0f, 1.0f, 0.0f, 1.0f), // corner
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 0
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 1
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 2
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 3
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float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 4
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
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float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
float4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
|
|
};
|
|
|
|
int patchType = 0;
|
|
|
|
int edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
|
|
if (edgeCount == 1) {
|
|
patchType = 2; // BOUNDARY
|
|
}
|
|
if (edgeCount == 2) {
|
|
patchType = 3; // CORNER
|
|
}
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
if (sharpness > 0) {
|
|
patchType = 1;
|
|
}
|
|
#elif defined OSD_PATCH_GREGORY
|
|
patchType = 4;
|
|
#elif defined OSD_PATCH_GREGORY_BOUNDARY
|
|
patchType = 5;
|
|
#elif defined OSD_PATCH_GREGORY_BASIS
|
|
patchType = 6;
|
|
#endif
|
|
|
|
int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
|
|
|
|
return patchColors[6*patchType + pattern];
|
|
}
|
|
|
|
void
|
|
ps_main(in OutputVertex input,
|
|
uint primitiveID : SV_PrimitiveID,
|
|
out float4 outColor : SV_Target )
|
|
{
|
|
// ------------ normal ---------------
|
|
#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
|
|
float3 normal = perturbNormalFromDisplacement(input.position.xyz,
|
|
input.normal,
|
|
input.patchCoord);
|
|
#elif defined(NORMAL_BIQUADRATIC) || defined(NORMAL_BIQUADRATIC_WG)
|
|
float4 du, dv;
|
|
float4 disp = PtexMipmapLookupQuadratic(du, dv, input.patchCoord,
|
|
mipmapBias,
|
|
textureDisplace_Data,
|
|
textureDisplace_Packing);
|
|
|
|
disp *= displacementScale;
|
|
du *= displacementScale;
|
|
dv *= displacementScale;
|
|
|
|
float3 n = normalize(cross(input.tangent, input.bitangent));
|
|
float3 tangent = input.tangent + n * du.x;
|
|
float3 bitangent = input.bitangent + n * dv.x;
|
|
|
|
#if defined(NORMAL_BIQUADRATIC_WG)
|
|
tangent += input.Nu * disp.x;
|
|
bitangent += input.Nv * disp.x;
|
|
#endif
|
|
|
|
float3 normal = normalize(cross(tangent, bitangent));
|
|
#else
|
|
float3 normal = input.normal;
|
|
#endif
|
|
|
|
// ------------ color ---------------
|
|
#if defined(COLOR_PTEX_NEAREST)
|
|
float4 texColor = PtexLookupNearest(input.patchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined(COLOR_PTEX_HW_BILINEAR)
|
|
float4 texColor = PtexLookupFast(input.patchCoord,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined(COLOR_PTEX_BILINEAR)
|
|
float4 texColor = PtexMipmapLookup(input.patchCoord, mipmapBias,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined(COLOR_PTEX_BIQUADRATIC)
|
|
float4 texColor = PtexMipmapLookupQuadratic(input.patchCoord, mipmapBias,
|
|
textureImage_Data,
|
|
textureImage_Packing);
|
|
#elif defined(COLOR_PATCHTYPE)
|
|
float4 patchColor = getAdaptivePatchColor(
|
|
OsdGetPatchParam(OsdGetPatchIndex(primitiveID)), 0);
|
|
float4 texColor = edgeColor(lighting(patchColor, input.position.xyz, normal, 0),
|
|
input.edgeDistance);
|
|
outColor = texColor;
|
|
return;
|
|
#elif defined(COLOR_PATCHCOORD)
|
|
float4 texColor = edgeColor(lighting(input.patchCoord, input.position.xyz, normal, 0),
|
|
input.edgeDistance);
|
|
outColor = texColor;
|
|
return;
|
|
#elif defined(COLOR_NORMAL)
|
|
float4 texColor = edgeColor(float4(normal.x, normal.y, normal.z, 1),
|
|
input.edgeDistance);
|
|
outColor = texColor;
|
|
return;
|
|
#else // COLOR_NONE
|
|
float4 texColor = float4(0.5, 0.5, 0.5, 1);
|
|
#endif
|
|
|
|
// ------------ occlusion ---------------
|
|
|
|
#ifdef USE_PTEX_OCCLUSION
|
|
float occ = PtexMipmapLookup(input.patchCoord, mipmapBias,
|
|
textureOcclusion_Data,
|
|
textureOcclusion_Packing).x;
|
|
#else
|
|
float occ = 0.0;
|
|
#endif
|
|
|
|
// ------------ specular ---------------
|
|
|
|
#ifdef USE_PTEX_SPECULAR
|
|
float specular = PtexMipmapLookup(input.patchCoord, mipmapBias,
|
|
textureSpecular_Data,
|
|
textureSpecular_Packing).x;
|
|
#else
|
|
float specular = 1.0;
|
|
#endif
|
|
|
|
// ------------ lighting ---------------
|
|
#ifdef USE_IBL
|
|
// non-plausible BRDF
|
|
float4 a = float4(0, 0, 0, 1); //ambientColor;
|
|
float4 d = getEnvironmentHDR(diffuseEnvironmentMap, iblSampler, normal);
|
|
|
|
float3 eye = normalize(input.position.xyz - float3(0,0,0));
|
|
float3 r = reflect(eye, normal);
|
|
float4 s = getEnvironmentHDR(specularEnvironmentMap, iblSampler, r);
|
|
|
|
const float fresnelBias = 0.01;
|
|
const float fresnelScale = 1.0;
|
|
const float fresnelPower = 3.5;
|
|
float F = fresnelBias + fresnelScale * pow(1.0+dot(normal,eye), fresnelPower);
|
|
|
|
// Geometric attenuation term (
|
|
float NoV = dot(normal, -eye);
|
|
float alpha = 0.75 * 0.75; // roughness ^ 2
|
|
float k = alpha * 0.5;
|
|
float G = NoV/(NoV*(1-k)+k);
|
|
|
|
a *= (1-occ);
|
|
d *= (1-occ);
|
|
s *= min(specular, (1-occ)) * (F*G);
|
|
|
|
float4 Cf = (a+d)*texColor*(1-F)/M_PI + s;
|
|
//Cf = gamma(Cf, 2.2);
|
|
|
|
#else
|
|
float4 Cf = lighting(texColor, input.position.xyz, normal, occ);
|
|
#endif
|
|
|
|
// ------------ wireframe ---------------
|
|
outColor = edgeColor(Cf, input.edgeDistance);
|
|
}
|