qt6windows7/tests/manual/rhi/displacement/material_domain.hlsl

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2023-11-02 05:23:55 +08:00
struct Input
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
struct PatchInput
{
float3 position : POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
struct PixelInput
{
//float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 position : SV_POSITION;
};
cbuffer buf : register(b0)
{
row_major float4x4 mvp : packoffset(c0);
float displacementAmount : packoffset(c4);
float tessInner : packoffset(c4.y);
float tessOuter : packoffset(c4.z);
int useTex : packoffset(c4.w);
};
Texture2D<float4> tex : register(t1);
SamplerState texsampler : register(s1);
[domain("tri")]
PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
{
PixelInput output;
float3 pos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
float2 uv = uvwCoord.x * patch[0].uv + uvwCoord.y * patch[1].uv;
float3 normal = normalize(uvwCoord.x * patch[0].normal + uvwCoord.y * patch[1].normal + uvwCoord.z * patch[2].normal);
float4 c = tex.SampleLevel(texsampler, uv, 0.0);
const float3 yCoeff_709 = float3(0.2126, 0.7152, 0.0722);
float df = dot(c.rgb, yCoeff_709);
if (useTex == 0)
df = 1.0;
float3 displacedPos = pos + normal * df * displacementAmount;
output.position = mul(float4(displacedPos, 1.0), mvp);
//output.uv = uv;
output.normal = normal;
return output;
}