mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 14:51:05 +00:00
b5cabd2259
- fullscreen mode added (-f) - added usage error message - added IBL lighting - matched GUI to glPtexViewer - removed some ptex HW filter options (missing code is causing crash) Note : the IBL BRDF definitely needs some tweaks...
81 lines
2.3 KiB
HLSL
81 lines
2.3 KiB
HLSL
//
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// Copyright 2013 Nvidia
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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 VS_InputVertex {
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float3 position : POSITION0;
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float2 texCoord : TEXCOORD0;
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};
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struct VS_OutputVertex {
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float4 position : SV_POSITION0;
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float2 texCoord : TEXCOORD0;
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};
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cbuffer Transform : register( b0 ) {
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float4x4 ModelViewMatrix;
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};
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//--------------------------------------------------------------
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// sky vertex shader
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//--------------------------------------------------------------
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void vs_main(in VS_InputVertex input,
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out VS_OutputVertex output) {
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output.position = mul(ModelViewMatrix, float4(input.position,1));
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output.texCoord = input.texCoord;
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}
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//--------------------------------------------------------------
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// sky pixel shader
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//--------------------------------------------------------------
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struct PS_InputVertex {
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float4 position : SV_POSITION0;
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float2 texCoord : TEXCOORD0;
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};
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Texture2D tx : register(t0);
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SamplerState sm : register(s0);
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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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ps_main(in PS_InputVertex input) : SV_Target {
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float4 tex = tx.Sample(sm, input.texCoord.xy);
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//float4 outColor = gamma(tex,0.4545);
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float4 outColor = tex;
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return outColor;
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}
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