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terrainPS.hlsl
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//*********************************************************
//
// Copyright 2020 Intel Corporation
//
// Permission is hereby granted, free of charge, to any
// person obtaining a copy of this software and associated
// documentation files(the "Software"), to deal in the Software
// without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to
// whom the Software is furnished to do so, subject to the
// following conditions :
// The above copyright notice and this permission notice shall
// be included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
//*********************************************************
#include "terrainVS.hlsl"
#include "GetLodVisualizationColor.h"
Texture2D g_streamingTexture : register(t0);
Buffer<uint> g_minmipmap: register(t1);
SamplerState g_sampler : register(s0);
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
float3 evaluateLight(in float3 normal, in float3 reflected)
{
// directional light
float3 pointToLight = normalize(g_lightDir.xyz);
float diffuse = saturate(dot(g_lightDir.xyz, normal));
float specDot = saturate(dot(reflected, pointToLight));
float specular = pow(specDot, 2 * g_lightColor.a);
float ambient = 0.1f;
float3 color = (diffuse * g_lightColor.xyz) + (specular * g_specularColor.xyz) + ambient;
color = pow(color, 1.0f / 2.0f);
return color;
}
//-----------------------------------------------------------------------------
// shader
//-----------------------------------------------------------------------------
float4 ps(VS_OUT input) : SV_TARGET0
{
// the CPU provides a buffer that describes the min mip that has been
// mapped into the streaming texture.
int2 uv = input.tex * g_minmipmapDim;
uint index = g_minmipmapOffset + uv.x + (uv.y * g_minmipmapDim.x);
uint mipLevel = g_minmipmap.Load(index);
// clamp the streaming texture to the mip level specified in the min mip map
float3 color = g_streamingTexture.Sample(g_sampler, input.tex, 0, mipLevel).rgb;
float3 eyeToPoint = normalize(input.eyeToPoint.xyz);
float3 reflected = reflect(eyeToPoint, input.normal);
color *= evaluateLight(input.normal, reflected);
// returns 0xff if no associated min mip, that is, no texel was touched last frame
if ((g_visualizeFeedback) && (mipLevel < 16))
{
color = lerp(color, GetLodVisualizationColor(mipLevel), 0.3f);
}
return float4(color, 1.0f);
}