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https://github.com/PixarAnimationStudios/OpenSubdiv
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Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl) mat4 OsdModelViewMatrix() mat4 OsdProjectionMatrix() mat4 OsdModelViewProjectionMatrix() float OsdTessLevel() int OsdGreogryQuadOffsetBase() int OsdPrimitiveIdBase() We probably should write a utility class for basic binding of them, to make client code simpler.
309 lines
11 KiB
HLSL
309 lines
11 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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//----------------------------------------------------------
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// Patches.Common
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//----------------------------------------------------------
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#ifndef OSD_TRANSITION_ROTATE
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#define OSD_TRANSITION_ROTATE 0
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#endif
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#if defined OSD_PATCH_BOUNDARY
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#define OSD_PATCH_INPUT_SIZE 12
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#elif defined OSD_PATCH_CORNER
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#define OSD_PATCH_INPUT_SIZE 9
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#else
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#define OSD_PATCH_INPUT_SIZE 16
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#endif
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#define M_PI 3.14159265359f
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struct InputVertex {
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float4 position : POSITION;
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float3 normal : NORMAL;
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};
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struct HullVertex {
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float4 position : POSITION;
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float4 patchCoord : PATCHCOORD; // u, v, level, faceID
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int4 ptexInfo : PTEXINFO; // u offset, v offset, 2^ptexlevel, rotation
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int3 clipFlag : CLIPFLAG;
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};
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struct OutputVertex {
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float4 positionOut : SV_Position;
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float4 position : POSITION1;
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float3 normal : NORMAL;
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float3 tangent : TANGENT0;
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float3 bitangent : TANGENT1;
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float4 patchCoord : PATCHCOORD; // u, v, level, faceID
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noperspective float4 edgeDistance : EDGEDISTANCE;
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#if defined(OSD_COMPUTE_NORMAL_DERIVATIVES)
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float3 Nu : TANGENT2;
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float3 Nv : TANGENT3;
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#endif
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};
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struct GregHullVertex {
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float3 position : POSITION0;
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float3 hullPosition : HULLPOSITION;
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int3 clipFlag : CLIPFLAG;
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int valence : BLENDINDICE0;
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float3 e0 : POSITION1;
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float3 e1 : POSITION2;
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uint zerothNeighbor : BLENDINDICE1;
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float3 org : POSITION3;
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#if OSD_MAX_VALENCE > 0
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float3 r[OSD_MAX_VALENCE] : POSITION4;
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#endif
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};
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struct GregDomainVertex {
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float3 position : POSITION0;
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float3 Ep : POSITION1;
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float3 Em : POSITION2;
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float3 Fp : POSITION3;
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float3 Fm : POSITION4;
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float4 patchCoord: TEXTURE0;
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float4 ptexInfo: TEXTURE1;
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};
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struct HS_CONSTANT_FUNC_OUT {
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float tessLevelInner[2] : SV_InsideTessFactor;
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float tessLevelOuter[4] : SV_TessFactor;
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};
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// osd shaders need following functions defined
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float4x4 OsdModelViewMatrix();
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float4x4 OsdProjectionMatrix();
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float4x4 OsdModelViewProjectionMatrix();
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float OsdTessLevel();
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int OsdGregoryQuadOffsetBase();
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int OsdPrimitiveIdBase();
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float GetTessLevel(int patchLevel)
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{
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#ifdef OSD_ENABLE_SCREENSPACE_TESSELLATION
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return OsdTessLevel();
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#else
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return OsdTessLevel() / pow(2, patchLevel-1);
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#endif
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}
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#ifndef GetPrimitiveID
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#define GetPrimitiveID(x) (x + OsdPrimitiveIdBase())
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#endif
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float GetPostProjectionSphereExtent(float3 center, float diameter)
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{
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float4 p = mul(OsdProjectionMatrix(), float4(center, 1.0));
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return abs(diameter * OsdProjectionMatrix()[1][1] / p.w);
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}
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float TessAdaptive(float3 p0, float3 p1)
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{
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// Adaptive factor can be any computation that depends only on arg values.
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// Project the diameter of the edge's bounding sphere instead of using the
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// length of the projected edge itself to avoid problems near silhouettes.
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float3 center = (p0 + p1) / 2.0;
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float diameter = distance(p0, p1);
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return max(1.0, OsdTessLevel() * GetPostProjectionSphereExtent(center, diameter));
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}
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#ifndef OSD_DISPLACEMENT_CALLBACK
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#define OSD_DISPLACEMENT_CALLBACK
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#endif
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Buffer<int2> OsdPatchParamBuffer : register( t3 );
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#define GetPatchLevel(primitiveID) \
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(OsdPatchParamBuffer[GetPrimitiveID(primitiveID)].y & 0xf)
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#define OSD_COMPUTE_PTEX_COORD_HULL_SHADER \
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{ \
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int2 ptexIndex = OsdPatchParamBuffer[GetPrimitiveID(primitiveID)].xy; \
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int faceID = ptexIndex.x; \
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int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1)); \
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int u = (ptexIndex.y >> 17) & 0x3ff; \
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int v = (ptexIndex.y >> 7) & 0x3ff; \
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int rotation = (ptexIndex.y >> 5) & 0x3; \
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output.patchCoord.w = faceID+0.5; \
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output.ptexInfo = int4(u, v, lv, rotation); \
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}
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#define OSD_COMPUTE_PTEX_COORD_DOMAIN_SHADER \
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{ \
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float2 uv = output.patchCoord.xy; \
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int2 p = patch[0].ptexInfo.xy; \
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int lv = patch[0].ptexInfo.z; \
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int rot = patch[0].ptexInfo.w; \
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uv.xy = float(rot==0)*uv.xy \
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+ float(rot==1)*float2(1.0-uv.y, uv.x) \
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+ float(rot==2)*float2(1.0-uv.x, 1.0-uv.y) \
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+ float(rot==3)*float2(uv.y, 1.0-uv.x); \
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output.patchCoord.xy = (uv * float2(1.0,1.0)/lv) + float2(p.x, p.y)/lv; \
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}
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#define OSD_COMPUTE_PTEX_COMPATIBLE_TANGENT(ROTATE) \
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{ \
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int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
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if (rot == 1) { \
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output.tangent = -BiTangent; \
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output.bitangent = Tangent; \
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} else if (rot == 2) { \
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output.tangent = -Tangent; \
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output.bitangent = -BiTangent; \
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} else if (rot == 3) { \
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output.tangent = BiTangent; \
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output.bitangent = -Tangent; \
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} else { \
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output.tangent = Tangent; \
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output.bitangent = BiTangent; \
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} \
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}
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#define OSD_COMPUTE_PTEX_COMPATIBLE_DERIVATIVES(ROTATE) \
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{ \
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int rot = (patch[0].ptexInfo.w + 4 - ROTATE)%4; \
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if (rot == 1) { \
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output.tangent = -BiTangent; \
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output.bitangent = Tangent; \
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output.Nu = -Nv; \
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output.Nv = Nv; \
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} else if (rot == 2) { \
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output.tangent = -Tangent; \
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output.bitangent = -BiTangent; \
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output.Nu = -Nu; \
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output.Nv = -Nv; \
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} else if (rot == 3) { \
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output.tangent = BiTangent; \
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output.bitangent = -Tangent; \
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output.Nu = Nv; \
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output.Nv = -Nu; \
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} else { \
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output.tangent = Tangent; \
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output.bitangent = BiTangent; \
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output.Nu = Nu; \
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output.Nv = Nv; \
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} \
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}
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#ifdef OSD_ENABLE_PATCH_CULL
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P) \
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float4 clipPos = mul(OsdModelViewProjectionMatrix(), P); \
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int3 clip0 = int3(clipPos.x < clipPos.w, \
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clipPos.y < clipPos.w, \
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clipPos.z < clipPos.w); \
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int3 clip1 = int3(clipPos.x > -clipPos.w, \
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clipPos.y > -clipPos.w, \
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clipPos.z > -clipPos.w); \
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output.clipFlag = int3(clip0) + 2*int3(clip1); \
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#define OSD_PATCH_CULL(N) \
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int3 clipFlag = int3(0,0,0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= patch[i].clipFlag; \
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} \
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if (any(clipFlag != int3(3,3,3))) { \
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output.tessLevelInner[0] = 0; \
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output.tessLevelInner[1] = 0; \
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output.tessLevelOuter[0] = 0; \
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output.tessLevelOuter[1] = 0; \
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output.tessLevelOuter[2] = 0; \
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output.tessLevelOuter[3] = 0; \
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return output; \
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}
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#define OSD_PATCH_CULL_TRIANGLE(N) \
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int3 clipFlag = int3(0,0,0); \
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for(int i = 0; i < N; ++i) { \
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clipFlag |= patch[i].clipFlag; \
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} \
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if (any(clipFlag != int3(3,3,3))) { \
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output.tessLevelInner = 0; \
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output.tessLevelOuter[0] = 0; \
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output.tessLevelOuter[1] = 0; \
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output.tessLevelOuter[2] = 0; \
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return output; \
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}
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#else
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#define OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(P)
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#define OSD_PATCH_CULL(N)
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#define OSD_PATCH_CULL_TRIANGLE(N)
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#endif
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void 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 = 1.0f - 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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void
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Univar4x4(in float u, out float B[4], out float D[4], out float C[4])
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{
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float t = u;
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float s = 1.0f - 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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A0 = - s;
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A1 = s - t;
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A2 = t;
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C[0] = - A0;
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C[1] = A0 - A1;
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C[2] = A1 - A2;
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C[3] = A2;
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}
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