870a3011ed
There is something odd when running on Metal: note how the uv is vec3 instead of vec2, in order to make the vertex-tesc-tese data to look like this: struct main0_out { float3 out_uv; float3 out_normal; float4 gl_Position; }; if out_uv was float2 we'd get some strange rendering results, perhaps due to something related to alignment. But have no means to investigate this further. Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
55 lines
1.5 KiB
HLSL
55 lines
1.5 KiB
HLSL
struct Input
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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struct PatchInput
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{
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float3 position : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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};
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struct PixelInput
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{
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//float2 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float4 position : SV_POSITION;
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};
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cbuffer buf : register(b0)
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{
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row_major float4x4 mvp : packoffset(c0);
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float displacementAmount : packoffset(c4);
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float tessInner : packoffset(c4.y);
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float tessOuter : packoffset(c4.z);
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int useTex : packoffset(c4.w);
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};
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Texture2D<float4> tex : register(t1);
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SamplerState texsampler : register(s1);
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[domain("tri")]
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PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
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{
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PixelInput output;
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float3 pos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
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float2 uv = uvwCoord.x * patch[0].uv + uvwCoord.y * patch[1].uv;
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float3 normal = normalize(uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal);
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float4 c = tex.SampleLevel(texsampler, uv, 0.0);
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const float3 yCoeff_709 = float3(0.2126, 0.7152, 0.0722);
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float df = dot(c.rgb, yCoeff_709);
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if (useTex == 0)
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df = 1.0;
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float3 displacedPos = pos + normal * df * displacementAmount;
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output.position = mul(float4(displacedPos, 1.0), mvp);
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//output.uv = uv;
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output.normal = normal;
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return output;
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}
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