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62 lines
1.7 KiB
Plaintext
62 lines
1.7 KiB
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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// Specular IBL reflection pipeline:
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// Stencil -> BlendWeight -> GlobalFullscreen -> RenderOuter -> RenderInner -> Composite
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// -------
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//
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// This shader stencils the pixels covered by inner probe volumes. This will
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// exclude them from blending operations in the later passes since inner volumes
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// always blend at 100%. Note that this shader only considers pixels that were
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// stenciled with the UseIBLSpecularPass value when they were rendered in the forward pass.
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// It increases the stencil value if they are in an inner volume.
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#include <viewsrg.srgi>
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ShaderResourceGroup ObjectSrg : SRG_PerObject
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{
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row_major float3x4 m_modelToWorld;
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float4x4 GetWorldMatrix()
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{
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float4x4 modelToWorld = float4x4(
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(0, 0, 0, 1));
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modelToWorld[0] = ObjectSrg::m_modelToWorld[0];
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modelToWorld[1] = ObjectSrg::m_modelToWorld[1];
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modelToWorld[2] = ObjectSrg::m_modelToWorld[2];
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return modelToWorld;
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}
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}
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// Vertex Shader
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struct VSInput
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{
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float3 m_position : POSITION;
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};
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struct VSOutput
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{
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float4 m_position : SV_Position;
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};
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VSOutput MainVS(VSInput vsInput)
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{
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VSOutput OUT;
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float3 worldPosition = mul(ObjectSrg::GetWorldMatrix(), float4(vsInput.m_position, 1.0)).xyz;
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OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
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return OUT;
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}
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// No PS since this shader just sets the stencil
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