Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
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287 changed files with 11263 additions and 0 deletions
20
data/hlsl/tessellation/base.frag
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20
data/hlsl/tessellation/base.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t2);
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SamplerState samplerColorMap : register(s2);
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struct DSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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float4 main(DSOutput input) : SV_TARGET
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{
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float3 N = normalize(input.Normal);
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float3 L = normalize(float3(0.0, -4.0, 4.0));
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float4 color = textureColorMap.Sample(samplerColorMap, input.UV);
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return float4(clamp(max(dot(N,L), 0.0), 0.2, 1.0) * color.rgb * 1.5, 1);
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}
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24
data/hlsl/tessellation/base.vert
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24
data/hlsl/tessellation/base.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Pos = float4(input.Pos.xyz, 1.0);
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output.Normal = input.Normal;
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output.UV = input.UV;
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return output;
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}
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46
data/hlsl/tessellation/passthrough.tesc
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46
data/hlsl/tessellation/passthrough.tesc
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// Copyright 2020 Google LLC
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct HSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_PrimitiveID)
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{
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ConstantsHSOutput output = (ConstantsHSOutput)0;
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output.TessLevelInner = 1;
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output.TessLevelOuter[0] = 1;
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output.TessLevelOuter[1] = 1;
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output.TessLevelOuter[2] = 1;
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return output;
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}
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
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{
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HSOutput output = (HSOutput)0;
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output.Pos = patch[InvocationID].Pos;
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output.Normal = patch[InvocationID].Normal;
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output.UV = patch[InvocationID].UV;
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return output;
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}
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44
data/hlsl/tessellation/passthrough.tese
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44
data/hlsl/tessellation/passthrough.tese
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// Copyright 2020 Google LLC
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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struct HSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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struct DSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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[domain("tri")]
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DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
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{
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DSOutput output = (DSOutput)0;
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output.Pos = (TessCoord.x * patch[0].Pos) +
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(TessCoord.y * patch[1].Pos) +
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(TessCoord.z * patch[2].Pos);
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output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
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output.Normal = TessCoord.x*patch[0].Normal + TessCoord.y*patch[1].Normal + TessCoord.z*patch[2].Normal;
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output.UV = TessCoord.x*patch[0].UV + TessCoord.y*patch[1].UV + TessCoord.z*patch[2].UV;
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return output;
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}
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128
data/hlsl/tessellation/pntriangles.tesc
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data/hlsl/tessellation/pntriangles.tesc
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// Copyright 2020 Google LLC
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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// tessellation levels
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struct UBO
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{
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float tessLevel;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct HSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float2 UV : TEXCOORD0;
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[[vk::location(6)]] float pnPatch[10] : TEXCOORD6;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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void SetPnPatch(out float output[10], PnPatch patch)
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{
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output[0] = patch.b210;
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output[1] = patch.b120;
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output[2] = patch.b021;
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output[3] = patch.b012;
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output[4] = patch.b102;
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output[5] = patch.b201;
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output[6] = patch.b111;
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output[7] = patch.n110;
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output[8] = patch.n011;
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output[9] = patch.n101;
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}
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float wij(float4 iPos, float3 iNormal, float4 jPos)
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{
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return dot(jPos.xyz - iPos.xyz, iNormal);
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}
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float vij(float4 iPos, float3 iNormal, float4 jPos, float3 jNormal)
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{
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float3 Pj_minus_Pi = jPos.xyz
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- iPos.xyz;
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float3 Ni_plus_Nj = iNormal+jNormal;
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return 2.0*dot(Pj_minus_Pi, Ni_plus_Nj)/dot(Pj_minus_Pi, Pj_minus_Pi);
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}
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_PrimitiveID)
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{
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ConstantsHSOutput output = (ConstantsHSOutput)0;
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output.TessLevelOuter[0] = ubo.tessLevel;
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output.TessLevelOuter[1] = ubo.tessLevel;
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output.TessLevelOuter[2] = ubo.tessLevel;
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output.TessLevelInner = ubo.tessLevel;
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return output;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
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{
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HSOutput output = (HSOutput)0;
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// get data
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output.Pos = patch[InvocationID].Pos;
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output.Normal = patch[InvocationID].Normal;
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output.UV = patch[InvocationID].UV;
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// set base
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float P0 = patch[0].Pos[InvocationID];
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float P1 = patch[1].Pos[InvocationID];
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float P2 = patch[2].Pos[InvocationID];
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float N0 = patch[0].Normal[InvocationID];
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float N1 = patch[1].Normal[InvocationID];
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float N2 = patch[2].Normal[InvocationID];
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// compute control points
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PnPatch pnPatch;
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pnPatch.b210 = (2.0*P0 + P1 - wij(patch[0].Pos, patch[0].Normal, patch[1].Pos)*N0)/3.0;
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pnPatch.b120 = (2.0*P1 + P0 - wij(patch[1].Pos, patch[1].Normal, patch[0].Pos)*N1)/3.0;
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pnPatch.b021 = (2.0*P1 + P2 - wij(patch[1].Pos, patch[1].Normal, patch[2].Pos)*N1)/3.0;
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pnPatch.b012 = (2.0*P2 + P1 - wij(patch[2].Pos, patch[2].Normal, patch[1].Pos)*N2)/3.0;
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pnPatch.b102 = (2.0*P2 + P0 - wij(patch[2].Pos, patch[2].Normal, patch[0].Pos)*N2)/3.0;
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pnPatch.b201 = (2.0*P0 + P2 - wij(patch[0].Pos, patch[0].Normal, patch[2].Pos)*N0)/3.0;
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float E = ( pnPatch.b210
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+ pnPatch.b120
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+ pnPatch.b021
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+ pnPatch.b012
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+ pnPatch.b102
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+ pnPatch.b201 ) / 6.0;
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float V = (P0 + P1 + P2)/3.0;
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pnPatch.b111 = E + (E - V)*0.5;
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pnPatch.n110 = N0+N1-vij(patch[0].Pos, patch[0].Normal, patch[1].Pos, patch[1].Normal)*(P1-P0);
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pnPatch.n011 = N1+N2-vij(patch[1].Pos, patch[1].Normal, patch[2].Pos, patch[2].Normal)*(P2-P1);
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pnPatch.n101 = N2+N0-vij(patch[2].Pos, patch[2].Normal, patch[0].Pos, patch[0].Normal)*(P0-P2);
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SetPnPatch(output.pnPatch, pnPatch);
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return output;
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}
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126
data/hlsl/tessellation/pntriangles.tese
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data/hlsl/tessellation/pntriangles.tese
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// Copyright 2020 Google LLC
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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struct HSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float2 UV : TEXCOORD0;
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[[vk::location(6)]] float pnPatch[10] : TEXCOORD6;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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struct DSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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#define uvw TessCoord
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PnPatch GetPnPatch(float pnPatch[10])
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{
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PnPatch output;
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output.b210 = pnPatch[0];
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output.b120 = pnPatch[1];
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output.b021 = pnPatch[2];
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output.b012 = pnPatch[3];
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output.b102 = pnPatch[4];
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output.b201 = pnPatch[5];
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output.b111 = pnPatch[6];
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output.n110 = pnPatch[7];
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output.n011 = pnPatch[8];
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output.n101 = pnPatch[9];
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return output;
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}
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[domain("tri")]
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DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
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{
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PnPatch pnPatch[3];
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pnPatch[0] = GetPnPatch(patch[0].pnPatch);
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pnPatch[1] = GetPnPatch(patch[1].pnPatch);
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pnPatch[2] = GetPnPatch(patch[2].pnPatch);
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DSOutput output = (DSOutput)0;
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float3 uvwSquared = uvw * uvw;
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float3 uvwCubed = uvwSquared * uvw;
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// extract control points
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float3 b210 = float3(pnPatch[0].b210, pnPatch[1].b210, pnPatch[2].b210);
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float3 b120 = float3(pnPatch[0].b120, pnPatch[1].b120, pnPatch[2].b120);
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float3 b021 = float3(pnPatch[0].b021, pnPatch[1].b021, pnPatch[2].b021);
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float3 b012 = float3(pnPatch[0].b012, pnPatch[1].b012, pnPatch[2].b012);
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float3 b102 = float3(pnPatch[0].b102, pnPatch[1].b102, pnPatch[2].b102);
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float3 b201 = float3(pnPatch[0].b201, pnPatch[1].b201, pnPatch[2].b201);
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float3 b111 = float3(pnPatch[0].b111, pnPatch[1].b111, pnPatch[2].b111);
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// extract control normals
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float3 n110 = normalize(float3(pnPatch[0].n110, pnPatch[1].n110, pnPatch[2].n110));
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float3 n011 = normalize(float3(pnPatch[0].n011, pnPatch[1].n011, pnPatch[2].n011));
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float3 n101 = normalize(float3(pnPatch[0].n101, pnPatch[1].n101, pnPatch[2].n101));
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// compute texcoords
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output.UV = TessCoord[2]*patch[0].UV + TessCoord[0]*patch[1].UV + TessCoord[1]*patch[2].UV;
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// normal
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// Barycentric normal
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float3 barNormal = TessCoord[2]*patch[0].Normal + TessCoord[0]*patch[1].Normal + TessCoord[1]*patch[2].Normal;
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float3 pnNormal = patch[0].Normal*uvwSquared[2] + patch[1].Normal*uvwSquared[0] + patch[2].Normal*uvwSquared[1]
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+ n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1];
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output.Normal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal;
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// compute interpolated pos
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float3 barPos = TessCoord[2]*patch[0].Pos.xyz
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+ TessCoord[0]*patch[1].Pos.xyz
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+ TessCoord[1]*patch[2].Pos.xyz;
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// save some computations
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uvwSquared *= 3.0;
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// compute PN position
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float3 pnPos = patch[0].Pos.xyz*uvwCubed[2]
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+ patch[1].Pos.xyz*uvwCubed[0]
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+ patch[2].Pos.xyz*uvwCubed[1]
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+ b210*uvwSquared[2]*uvw[0]
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+ b120*uvwSquared[0]*uvw[2]
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+ b201*uvwSquared[2]*uvw[1]
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+ b021*uvwSquared[0]*uvw[1]
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+ b102*uvwSquared[1]*uvw[2]
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+ b012*uvwSquared[1]*uvw[0]
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+ b111*6.0*uvw[0]*uvw[1]*uvw[2];
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// final position and normal
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float3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(finalPos,1.0)));
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return output;
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}
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