mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 14:00:10 +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...
624 lines
20 KiB
HLSL
624 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;
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
if (sharpness > 0) {
|
|
pattern = 1;
|
|
}
|
|
#endif
|
|
|
|
int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
|
|
int edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
|
|
if (edgeCount == 1) {
|
|
patchType = 2; // BOUNDARY
|
|
}
|
|
if (edgeCount == 2) {
|
|
patchType = 3; // CORNER
|
|
}
|
|
|
|
// XXX: it looks like edgeCount != 0 for some gregory boundary patches.
|
|
// there might be a bug somewhere...
|
|
#if defined OSD_PATCH_GREGORY
|
|
patchType = 4;
|
|
#elif defined OSD_PATCH_GREGORY_BOUNDARY
|
|
patchType = 5;
|
|
#elif defined OSD_PATCH_GREGORY_BASIS
|
|
patchType = 6;
|
|
#endif
|
|
|
|
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);
|
|
}
|