9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
865 lines
29 KiB
HLSL
865 lines
29 KiB
HLSL
#ifndef GRA_HLSL_3
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#define GRA_HLSL_3 0
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#endif
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#ifndef GRA_HLSL_4
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#define GRA_HLSL_4 0
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#endif
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#ifndef GRA_HLSL_5
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#define GRA_HLSL_5 0
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#endif
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#ifndef GRA_GLSL_120
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#define GRA_GLSL_120 0
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#endif
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#ifndef GRA_GLSL_130
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#define GRA_GLSL_130 0
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#endif
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#ifndef GRA_GLSL_330
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#define GRA_GLSL_330 0
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#endif
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#ifndef GRA_VERTEX_SHADER
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#define GRA_VERTEX_SHADER 0
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#endif
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#ifndef GRA_PIXEL_SHADER
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#define GRA_PIXEL_SHADER 0
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#endif
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#ifndef GRA_HQ_CUBEMAPPING
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#define GRA_HQ_CUBEMAPPING 0
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#endif
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#ifndef GRA_DEBUG_TILES
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#define GRA_DEBUG_TILES 0
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#endif
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#ifndef GRA_BGRA
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#define GRA_BGRA 0
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#endif
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#ifndef GRA_ROW_MAJOR
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#define GRA_ROW_MAJOR 1
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#endif
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#ifndef GRA_DEBUG
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#define GRA_DEBUG 1
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#endif
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#ifndef GRA_64BIT_RESOLVER
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#define GRA_64BIT_RESOLVER 0
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#endif
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#ifndef GRA_RWTEXTURE2D_SCALE
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#define GRA_RWTEXTURE2D_SCALE 16
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#endif
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#ifndef GRA_DISABLE_TEX_LOAD
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#define GRA_DISABLE_TEX_LOAD 0
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#endif
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#ifndef GRA_PACK_RESOLVE_OUTPUT
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#define GRA_PACK_RESOLVE_OUTPUT 1
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#endif
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// Temp workaround for some platforms's lack of unorm.
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#ifdef GRA_NO_UNORM
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#define GRA_UNORM
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#else
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#define GRA_UNORM unorm
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#endif
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#ifndef GRA_TEXTURE_ARRAY_SUPPORT
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_330 == 1)
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#define GRA_TEXTURE_ARRAY_SUPPORT 1
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#else
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#define GRA_TEXTURE_ARRAY_SUPPORT 0
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#endif
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#endif
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#define GRA_HLSL_FAMILY ((GRA_HLSL_3 == 1) || (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1))
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#define GRA_GLSL_FAMILY ((GRA_GLSL_120 == 1) || (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1))
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#if GRA_HLSL_FAMILY
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#define gra_Float2 float2
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#define gra_Float3 float3
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#define gra_Float4 float4
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#define gra_Int3 int3
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#define gra_Float4x4 float4x4
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#define gra_Unroll [unroll]
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#define gra_Branch [branch]
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#elif GRA_GLSL_FAMILY
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#if (GRA_VERTEX_SHADER == 0) && (GRA_PIXEL_SHADER ==0)
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#error GLSL requires knowledge of the shader stage! Neither GRA_VERTEX_SHADER or GRA_PIXEL_SHADER are defined!
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#else
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#define gra_Float2 vec2
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#define gra_Float3 vec3
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#define gra_Float4 vec4
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#define gra_Int3 ivec3
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#define gra_Float4x4 mat4
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#define gra_Unroll
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#define gra_Branch
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#if (GRA_VERTEX_SHADER == 1)
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#define ddx
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#define ddy
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#elif (GRA_PIXEL_SHADER == 1)
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#define ddx dFdx
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#define ddy dFdy
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#endif
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#define frac fract
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#define lerp mix
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/** This is not correct (http://stackoverflow.com/questions/7610631/glsl-mod-vs-hlsl-fmod) but it is for our case */
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#define fmod mod
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#endif
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#else
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#error unknown shader architecture
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#endif
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#if (GRA_DISABLE_TEX_LOAD!=1)
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
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#define GRA_LOAD_INSTR 1
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#else
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#define GRA_LOAD_INSTR 0
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#endif
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#else
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#define GRA_LOAD_INSTR 0
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#endif
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/**
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a cross API texture handle
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*/
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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struct GraniteTranslationTexture
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{
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SamplerState Sampler;
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Texture2D Texture;
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};
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struct GraniteCacheTexture
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{
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SamplerState Sampler;
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#if GRA_TEXTURE_ARRAY_SUPPORT
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Texture2DArray TextureArray;
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#else
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Texture2D Texture;
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#endif
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};
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#elif (GRA_HLSL_3 == 1) || (GRA_GLSL_120 == 1) || (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
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#define GraniteTranslationTexture sampler2D
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#if GRA_TEXTURE_ARRAY_SUPPORT
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#define GraniteCacheTexture sampler2DArray
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#else
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#define GraniteCacheTexture sampler2D
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#endif
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#else
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#error unknow shader archtecture
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#endif
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/**
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Struct defining the constant buffer for each streaming texture.
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Use IStreamingTexture::GetConstantBuffer to fill this struct.
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*/
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struct GraniteStreamingTextureConstantBuffer
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{
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#define _grStreamingTextureCBSize 2
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gra_Float4 data[_grStreamingTextureCBSize];
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};
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/**
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Struct defining the constant buffer for each cube streaming texture.
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Use multiple calls to IStreamingTexture::GetConstantBuffer this struct (one call for each face).
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*/
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struct GraniteStreamingTextureCubeConstantBuffer
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{
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#define _grStreamingTextureCubeCBSize 6
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GraniteStreamingTextureConstantBuffer data[_grStreamingTextureCubeCBSize];
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};
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/**
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Struct defining the constant buffer for each tileset.
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Use ITileSet::GetConstantBuffer to fill this struct.
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*/
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struct GraniteTilesetConstantBuffer
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{
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#define _grTilesetCBSize 2
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gra_Float4x4 data[_grTilesetCBSize];
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};
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/**
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Utility struct used by the shaderlib to wrap up all required constant buffers needed to perform a VT lookup/sample.
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*/
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struct GraniteConstantBuffers
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{
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GraniteTilesetConstantBuffer tilesetBuffer;
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GraniteStreamingTextureConstantBuffer streamingTextureBuffer;
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};
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/**
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Utility struct used by the shaderlib to wrap up all required constant buffers needed to perform a Cube VT lookup/sample.
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*/
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struct GraniteCubeConstantBuffers
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{
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GraniteTilesetConstantBuffer tilesetBuffer;
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GraniteStreamingTextureCubeConstantBuffer streamingTextureCubeBuffer;
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};
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/**
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The Granite lookup data for the different sampling functions.
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*/
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// Granite lookup data for automatic mip level selecting sampling
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struct GraniteLookupData
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{
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gra_Float4 translationTableData;
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gra_Float2 textureCoordinates;
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gra_Float2 dX;
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gra_Float2 dY;
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};
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// Granite lookup data for explicit level-of-detail sampling
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struct GraniteLODLookupData
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{
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gra_Float4 translationTableData;
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gra_Float2 textureCoordinates;
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float cacheLevel;
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};
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//@IGNORE_END
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// public interface
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/*
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END OF PUBLIC INTERFACE
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Everything below this point should be treated as private to GraniteShaderLib.h
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*/
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//@INSERT_DEFINES
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#define gra_TilesetBuffer grCB.tilesetBuffer
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#define gra_TilesetBufferInternal tsCB.data[0]
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#define gra_TilesetCacheBuffer tsCB.data[1]
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#define gra_StreamingTextureCB grCB.streamingTextureBuffer
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#define gra_StreamingTextureCubeCB grCB.streamingTextureCubeBuffer
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#define gra_Transform grCB.streamingTextureBuffer.data[0]
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#define gra_CubeTransform grCB.streamingTextureCubeBuffer.data
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#define gra_StreamingTextureTransform grSTCB.data[0]
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#define gra_StreamingTextureInfo grSTCB.data[1]
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#define gra_NumLevels gra_StreamingTextureInfo.x
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#define gra_AssetWidthRcp gra_StreamingTextureInfo.y
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#define gra_AssetHeightRcp gra_StreamingTextureInfo.z
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#if GRA_ROW_MAJOR == 1
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#define gra_TranslationTableBias gra_TilesetBufferInternal[0][0]
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#define gra_MaxAnisotropyLog2 gra_TilesetBufferInternal[1][0]
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#define gra_CalcMiplevelDeltaScale gra_Float2(gra_TilesetBufferInternal[2][0], gra_TilesetBufferInternal[3][0])
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#define gra_CalcMiplevelDeltaScaleX gra_TilesetBufferInternal[2][0]
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#define gra_CalcMiplevelDeltaScaleY gra_TilesetBufferInternal[3][0]
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#define gra_LodBiasPow2 gra_TilesetBufferInternal[0][1]
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#define gra_TrilinearOffset gra_TilesetBufferInternal[0][2]
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#define gra_TileContentInTiles gra_Float2(gra_TilesetBufferInternal[0][2], gra_TilesetBufferInternal[1][2])
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#define gra_Level0NumTilesX gra_TilesetBufferInternal[0][3]
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#define gra_NumTilesYScale gra_TilesetBufferInternal[1][3]
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#define gra_TextureMagic gra_TilesetBufferInternal[2][3]
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#define gra_TextureId gra_TilesetBufferInternal[3][3]
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#define gra_RcpCacheInTiles(l) gra_Float2(gra_TilesetCacheBuffer[0][l], gra_TilesetCacheBuffer[1][l])
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#define gra_BorderPixelsRcpCache(l) gra_Float2(gra_TilesetCacheBuffer[2][l], gra_TilesetCacheBuffer[3][l])
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#else
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#define gra_TranslationTableBias gra_TilesetBufferInternal[0][0]
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#define gra_MaxAnisotropyLog2 gra_TilesetBufferInternal[0][1]
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#define gra_CalcMiplevelDeltaScale gra_Float2(gra_TilesetBufferInternal[0][2], gra_TilesetBufferInternal[0][3])
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#define gra_CalcMiplevelDeltaScaleX gra_TilesetBufferInternal[0][2]
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#define gra_CalcMiplevelDeltaScaleY gra_TilesetBufferInternal[0][3]
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#define gra_LodBiasPow2 gra_TilesetBufferInternal[1][0]
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#define gra_TrilinearOffset gra_TilesetBufferInternal[2][0]
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#define gra_TileContentInTiles gra_Float2(gra_TilesetBufferInternal[2][0], gra_TilesetBufferInternal[2][1])
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#define gra_Level0NumTilesX gra_TilesetBufferInternal[3][0]
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#define gra_NumTilesYScale gra_TilesetBufferInternal[3][1]
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#define gra_TextureMagic gra_TilesetBufferInternal[3][2]
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#define gra_TextureId gra_TilesetBufferInternal[3][3]
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#define gra_RcpCacheInTiles(l) gra_Float2(gra_TilesetCacheBuffer[l][0], gra_TilesetCacheBuffer[l][1])
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#define gra_BorderPixelsRcpCache(l) gra_Float2(gra_TilesetCacheBuffer[l][2], gra_TilesetCacheBuffer[l][3])
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#endif
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#if (GRA_GLSL_120==1)
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// Extension needed for texture2DLod
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//extension GL_ARB_shader_texture_lod : enable
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// Extensions needed fot texture2DGrad
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//extension GL_EXT_gpu_shader4 : enable
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// Extensions needed for bit manipulation
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//extension GL_ARB_shader_bit_encoding : enable
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#endif
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#if (GRA_TEXTURE_ARRAY_SUPPORT==1)
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gra_Float4 GranitePrivate_SampleArray(in GraniteCacheTexture tex, in gra_Float3 texCoord)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.TextureArray.Sample(tex.Sampler, texCoord);
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#elif (GRA_GLSL_330 == 1)
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return texture(tex, texCoord);
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#else
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#error using unsupported function
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#endif
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}
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gra_Float4 GranitePrivate_SampleGradArray(in GraniteCacheTexture tex, in gra_Float3 texCoord, in gra_Float2 dX, in gra_Float2 dY)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.TextureArray.SampleGrad(tex.Sampler,texCoord,dX,dY);
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#elif (GRA_GLSL_330 == 1)
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return textureGrad(tex, texCoord, dX, dY);
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#else
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#error using unsupported function
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#endif
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}
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gra_Float4 GranitePrivate_SampleLevelArray(in GraniteCacheTexture tex, in gra_Float3 texCoord, in float level)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.TextureArray.SampleLevel(tex.Sampler, texCoord, level);
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#elif (GRA_GLSL_330 == 1)
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return textureLod(tex, texCoord, level);
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#else
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#error using unsupported function
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#endif
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}
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#else
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gra_Float4 GranitePrivate_Sample(in GraniteCacheTexture tex, in gra_Float2 texCoord)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.Texture.Sample(tex.Sampler,texCoord);
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#elif (GRA_HLSL_3 == 1)
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return tex2D(tex,texCoord);
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#elif (GRA_GLSL_120 == 1) || (GRA_GLSL_130 == 1)
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return texture2D(tex, texCoord);
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#elif (GRA_GLSL_330 == 1)
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return texture(tex, texCoord);
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#endif
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}
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gra_Float4 GranitePrivate_SampleLevel(in GraniteCacheTexture tex, in gra_Float2 texCoord, in float level)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.Texture.SampleLevel(tex.Sampler, texCoord, level);
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#elif (GRA_HLSL_3 == 1)
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return tex2Dlod(tex,gra_Float4(texCoord,0.0,level));
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#elif (GRA_GLSL_120 == 1)
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return texture2DLod(tex, texCoord, level);
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#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
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return textureLod(tex, texCoord, level);
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#endif
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}
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gra_Float4 GranitePrivate_SampleGrad(in GraniteCacheTexture tex, in gra_Float2 texCoord, in gra_Float2 dX, in gra_Float2 dY)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.Texture.SampleGrad(tex.Sampler,texCoord,dX,dY);
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#elif (GRA_HLSL_3 == 1)
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return tex2D(tex,texCoord,dX,dY);
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#elif (GRA_GLSL_120 == 1)
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return texture2DGrad(tex, texCoord, dX, dY);
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#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
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return textureGrad(tex, texCoord, dX, dY);
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#endif
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}
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#endif //#if (GRA_TEXTURE_ARRAY_SUPPORT==1)
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#if (GRA_LOAD_INSTR==1)
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gra_Float4 GranitePrivate_Load(in GraniteTranslationTexture tex, in gra_Int3 location)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.Texture.Load(location);
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#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
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return texelFetch(tex, location.xy, location.z);
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#elif (GRA_HLSL_3 == 1) || (GRA_GLSL_120 == 1)
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#error using unsupported function
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#endif
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}
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#endif
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//work-around shader compiler bug
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//compiler gets confused with GranitePrivate_SampleLevel taking a GraniteCacheTexture as argument when array support is disabled
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//Without array support, GraniteCacheTexture and GraniteTranslationTexture are the same (but still different types!)
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//compiler is confused (ERR_AMBIGUOUS_FUNCTION_CALL). Looks like somebody is over enthusiastic optimizing...
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gra_Float4 GranitePrivate_SampleLevel_Translation(in GraniteTranslationTexture tex, in gra_Float2 texCoord, in float level)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return tex.Texture.SampleLevel(tex.Sampler, texCoord, level);
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#elif (GRA_HLSL_3 == 1)
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return tex2Dlod(tex,gra_Float4(texCoord,0.0,level));
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#elif (GRA_GLSL_120 == 1)
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return texture2DLod(tex, texCoord, level);
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#elif (GRA_GLSL_130 == 1) || (GRA_GLSL_330 == 1)
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return textureLod(tex, texCoord, level);
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#endif
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}
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float GranitePrivate_Saturate(in float value)
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{
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#if GRA_HLSL_FAMILY
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return saturate(value);
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#elif GRA_GLSL_FAMILY
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return clamp(value, 0.0f, 1.0f);
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#endif
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}
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1) || (GRA_GLSL_330 == 1)
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uint GranitePrivate_FloatAsUint(float value)
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{
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#if (GRA_HLSL_5 == 1) || (GRA_HLSL_4 == 1)
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return asuint(value);
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#elif (GRA_GLSL_330 == 1)
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return floatBitsToUint(value);
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#endif
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}
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#endif
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float GranitePrivate_Pow2(uint exponent)
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{
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#if GRA_HLSL_FAMILY
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return pow(2.0, exponent);
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#else
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return pow(2.0, float(exponent));
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#endif
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}
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gra_Float2 GranitePrivate_RepeatUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
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{
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return frac(uv);
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}
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gra_Float2 GranitePrivate_UdimUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
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{
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return uv;
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}
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gra_Float2 GranitePrivate_ClampUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
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{
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gra_Float2 epsilon2 = gra_Float2(gra_AssetWidthRcp, gra_AssetHeightRcp);
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return clamp(uv, epsilon2, gra_Float2(1,1) - epsilon2);
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}
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gra_Float2 GranitePrivate_MirrorUV(in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB)
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{
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gra_Float2 t = frac(uv*0.5)*2.0;
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gra_Float2 l = gra_Float2(1.0,1.0);
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return l-abs(t-l);
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}
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// function definitons for private functions
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gra_Float4 GranitePrivate_PackTileId(in gra_Float2 tileXY, in float level, in float textureID);
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|
|
gra_Float4 Granite_DebugPackedTileId64(in gra_Float4 PackedTile)
|
|
{
|
|
#if GRA_64BIT_RESOLVER
|
|
gra_Float4 output;
|
|
|
|
const float scale = 1.0f / 65535.0f;
|
|
gra_Float4 temp = PackedTile / scale;
|
|
|
|
output.x = fmod(temp.x, 256.0f);
|
|
output.y = floor(temp.x / 256.0f) + fmod(temp.y, 16.0f) * 16.0f;
|
|
output.z = floor(temp.y / 16.0f);
|
|
output.w = temp.z + temp.a * 16.0f;
|
|
|
|
return gra_Float4
|
|
(
|
|
(float)output.x / 255.0f,
|
|
(float)output.y / 255.0f,
|
|
(float)output.z / 255.0f,
|
|
(float)output.w / 255.0f
|
|
);
|
|
#else
|
|
return PackedTile;
|
|
#endif
|
|
}
|
|
|
|
gra_Float3 Granite_UnpackNormal(in gra_Float4 PackedNormal, float scale)
|
|
{
|
|
gra_Float2 reconstructed = gra_Float2(PackedNormal.x * PackedNormal.a, PackedNormal.y) * 2.0f - 1.0f;
|
|
reconstructed *= scale;
|
|
float z = sqrt(1.0f - GranitePrivate_Saturate(dot(reconstructed, reconstructed)));
|
|
return gra_Float3(reconstructed, z);
|
|
}
|
|
|
|
gra_Float3 Granite_UnpackNormal(in gra_Float4 PackedNormal)
|
|
{
|
|
return Granite_UnpackNormal(PackedNormal, 1.0);
|
|
}
|
|
|
|
#if GRA_HLSL_FAMILY
|
|
GraniteTilesetConstantBuffer Granite_ApplyResolutionOffset(in GraniteTilesetConstantBuffer INtsCB, in float resolutionOffsetPow2)
|
|
{
|
|
GraniteTilesetConstantBuffer tsCB = INtsCB;
|
|
gra_LodBiasPow2 *= resolutionOffsetPow2;
|
|
//resolutionOffsetPow2 *= resolutionOffsetPow2; //Square it before multiplying it in below
|
|
gra_CalcMiplevelDeltaScaleX *= resolutionOffsetPow2;
|
|
gra_CalcMiplevelDeltaScaleY *= resolutionOffsetPow2;
|
|
return tsCB;
|
|
}
|
|
|
|
GraniteTilesetConstantBuffer Granite_SetMaxAnisotropy(in GraniteTilesetConstantBuffer INtsCB, in float maxAnisotropyLog2)
|
|
{
|
|
GraniteTilesetConstantBuffer tsCB = INtsCB;
|
|
gra_MaxAnisotropyLog2 = min(gra_MaxAnisotropyLog2, maxAnisotropyLog2);
|
|
return tsCB;
|
|
}
|
|
#else
|
|
void Granite_ApplyResolutionOffset(inout GraniteTilesetConstantBuffer tsCB, in float resolutionOffsetPow2)
|
|
{
|
|
gra_LodBiasPow2 *= resolutionOffsetPow2;
|
|
//resolutionOffsetPow2 *= resolutionOffsetPow2; //Square it before multiplying it in below
|
|
gra_CalcMiplevelDeltaScaleX *= resolutionOffsetPow2;
|
|
gra_CalcMiplevelDeltaScaleY *= resolutionOffsetPow2;
|
|
}
|
|
|
|
void Granite_SetMaxAnisotropy(inout GraniteTilesetConstantBuffer tsCB, in float maxAnisotropyLog2)
|
|
{
|
|
gra_MaxAnisotropyLog2 = min(gra_MaxAnisotropyLog2, maxAnisotropyLog2);
|
|
}
|
|
#endif
|
|
|
|
gra_Float2 Granite_Transform(in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 textureCoord)
|
|
{
|
|
return textureCoord * gra_StreamingTextureTransform.zw + gra_StreamingTextureTransform.xy;
|
|
}
|
|
|
|
gra_Float4 Granite_MergeResolveOutputs(in gra_Float4 resolve0, in gra_Float4 resolve1, in gra_Float2 pixelLocation)
|
|
{
|
|
gra_Float2 screenPos = frac(pixelLocation * 0.5f);
|
|
bool dither = (screenPos.x != screenPos.y);
|
|
return (dither) ? resolve0 : resolve1;
|
|
}
|
|
|
|
gra_Float4 Granite_PackTileId(in gra_Float4 unpackedTileID)
|
|
{
|
|
return GranitePrivate_PackTileId(unpackedTileID.xy, unpackedTileID.z, unpackedTileID.w);
|
|
}
|
|
|
|
#if (GRA_HLSL_5 == 1)
|
|
void Granite_DitherResolveOutput(in gra_Float4 resolve, in RWTexture2D<GRA_UNORM gra_Float4> resolveTexture, in gra_Float2 screenPos, in float alpha)
|
|
{
|
|
const uint2 pixelPos = int2(screenPos);
|
|
const uint2 pixelLocation = pixelPos % GRA_RWTEXTURE2D_SCALE;
|
|
bool dither = (pixelLocation.x == 0) && (pixelLocation.y == 0);
|
|
uint2 writePos = pixelPos / GRA_RWTEXTURE2D_SCALE;
|
|
|
|
if ( alpha == 0 )
|
|
{
|
|
dither = false;
|
|
}
|
|
else if (alpha != 1.0)
|
|
{
|
|
// Do a 4x4 dither patern so alternating pixels resolve to the first or the second texture
|
|
gra_Float2 pixelLocationAlpha = frac(screenPos * 0.25f); // We don't scale after the frac so this will give coords 0, 0.25, 0.5, 0.75
|
|
int pixelId = (int)(pixelLocationAlpha.y * 16 + pixelLocationAlpha.x * 4); //faster as a dot2 ?
|
|
|
|
// Clamp
|
|
// This ensures that for example alpha=0.95 still resolves some tiles of the surfaces behind it
|
|
// and alpha=0.05 still resolves some tiles of this surface
|
|
alpha = min(max(alpha, 0.0625), 0.9375);
|
|
|
|
// Modern hardware supports array indexing with per pixel varying indexes
|
|
// on old hardware this will be expanded to a conditional tree by the compiler
|
|
const float thresholdMaxtrix[16] = { 1.0f / 17.0f, 9.0f / 17.0f, 3.0f / 17.0f, 11.0f / 17.0f,
|
|
13.0f / 17.0f, 5.0f / 17.0f, 15.0f / 17.0f, 7.0f / 17.0f,
|
|
4.0f / 17.0f, 12.0f / 17.0f, 2.0f / 17.0f, 10.0f / 17.0f,
|
|
16.0f / 17.0f, 8.0f / 17.0f, 14.0f / 17.0f, 6.0f / 17.0f};
|
|
float threshold = thresholdMaxtrix[pixelId];
|
|
|
|
if (alpha < threshold)
|
|
{
|
|
dither = false;
|
|
}
|
|
}
|
|
|
|
gra_Branch if (dither)
|
|
{
|
|
#if (GRA_PACK_RESOLVE_OUTPUT==0)
|
|
resolveTexture[writePos] = Granite_PackTileId(resolve);
|
|
#else
|
|
resolveTexture[writePos] = resolve;
|
|
#endif
|
|
}
|
|
}
|
|
#endif
|
|
|
|
float GranitePrivate_CalcMiplevelAnisotropic(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 ddxTc, in gra_Float2 ddyTc)
|
|
{
|
|
// Calculate the required mipmap level, this uses a similar
|
|
// formula as the GL spec.
|
|
// To reduce sqrt's and log2's we do some stuff in squared space here and further below in log space
|
|
// i.e. we wait with the sqrt untill we can do it for 'free' later during the log2
|
|
|
|
ddxTc *= gra_CalcMiplevelDeltaScale;
|
|
ddyTc *= gra_CalcMiplevelDeltaScale;
|
|
|
|
float lenDxSqr = dot(ddxTc, ddxTc);
|
|
float lenDySqr = dot(ddyTc, ddyTc);
|
|
float dMaxSqr = max(lenDxSqr, lenDySqr);
|
|
float dMinSqr = min(lenDxSqr, lenDySqr);
|
|
|
|
// Calculate mipmap levels directly from sqared distances. This uses log2(sqrt(x)) = 0.5 * log2(x) to save some sqrt's
|
|
float maxLevel = 0.5 * log2( dMaxSqr );
|
|
float minLevel = 0.5 * log2( dMinSqr );
|
|
|
|
// Calculate the log2 of the anisotropy and clamp it by the max supported. This uses log2(a/b) = log2(a)-log2(b) and min(log(a),log(b)) = log(min(a,b))
|
|
float anisoLog2 = maxLevel - minLevel;
|
|
anisoLog2 = min( anisoLog2, gra_MaxAnisotropyLog2 );
|
|
|
|
// Adjust for anisotropy & clamp to level 0
|
|
float result = max(maxLevel - anisoLog2 - 0.5f, 0.0f); //Subtract 0.5 to compensate for trilinear mipmapping
|
|
|
|
// Added clamping to avoid "hot pink" on small tilesets that try to sample past the 1x1 tile miplevel
|
|
// This happens if you for example import a relatively small texture and zoom out
|
|
return min(result, gra_NumLevels);
|
|
}
|
|
|
|
float GranitePrivate_CalcMiplevelLinear(in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 ddxTc, in gra_Float2 ddyTc)
|
|
{
|
|
// Calculate the required mipmap level, this uses a similar
|
|
// formula as the GL spec.
|
|
// To reduce sqrt's and log2's we do some stuff in squared space here and further below in log space
|
|
// i.e. we wait with the sqrt untill we can do it for 'free' later during the log2
|
|
|
|
ddxTc *= gra_CalcMiplevelDeltaScale;
|
|
ddyTc *= gra_CalcMiplevelDeltaScale;
|
|
|
|
float lenDxSqr = dot(ddxTc, ddxTc);
|
|
float lenDySqr = dot(ddyTc, ddyTc);
|
|
float dMaxSqr = max(lenDxSqr, lenDySqr);
|
|
|
|
// Calculate mipmap levels directly from squared distances. This uses log2(sqrt(x)) = 0.5 * log2(x) to save some sqrt's
|
|
float maxLevel = 0.5 * log2(dMaxSqr) - 0.5f; //Subtract 0.5 to compensate for trilinear mipmapping
|
|
|
|
return clamp(maxLevel, 0.0f, gra_NumLevels);
|
|
}
|
|
|
|
gra_Float4 GranitePrivate_PackTileId(in gra_Float2 tileXY, in float level, in float textureID)
|
|
{
|
|
#if GRA_64BIT_RESOLVER == 0
|
|
gra_Float4 resultBits;
|
|
|
|
resultBits.x = fmod(tileXY.x, 256.0f);
|
|
resultBits.y = floor(tileXY.x / 256.0f) + fmod(tileXY.y, 32.0f) * 8.0f;
|
|
resultBits.z = floor(tileXY.y / 32.0f) + fmod(level, 4.0f) * 64.0f;
|
|
resultBits.w = floor(level / 4.0f) + textureID * 4.0f;
|
|
|
|
const float scale = 1.0f / 255.0f;
|
|
|
|
#if GRA_BGRA == 0
|
|
return scale * gra_Float4
|
|
(
|
|
float(resultBits.x),
|
|
float(resultBits.y),
|
|
float(resultBits.z),
|
|
float(resultBits.w)
|
|
);
|
|
#else
|
|
return scale * gra_Float4
|
|
(
|
|
float(resultBits.z),
|
|
float(resultBits.y),
|
|
float(resultBits.x),
|
|
float(resultBits.w)
|
|
);
|
|
#endif
|
|
#else
|
|
const float scale = 1.0f / 65535.0f;
|
|
return gra_Float4(tileXY.x, tileXY.y, level, textureID) * scale;
|
|
#endif
|
|
|
|
}
|
|
|
|
gra_Float4 GranitePrivate_UnpackTileId(in gra_Float4 packedTile)
|
|
{
|
|
gra_Float4 swiz;
|
|
#if GRA_BGRA == 0
|
|
swiz = packedTile;
|
|
#else
|
|
swiz = packedTile.zyxw;
|
|
#endif
|
|
swiz *= 255.0f;
|
|
|
|
float tileX = swiz.x + fmod(swiz.y, 16.0f) * 256.0f;
|
|
float tileY = floor(swiz.y / 16.0f) + swiz.z * 16.0f;
|
|
float level = fmod(swiz.w, 16.0f);
|
|
float tex = floor(swiz.w / 16.0f);
|
|
|
|
return gra_Float4(tileX, tileY, level, tex);
|
|
}
|
|
|
|
gra_Float3 GranitePrivate_TranslateCoord(in GraniteTilesetConstantBuffer tsCB, in gra_Float2 inputTexCoord, in gra_Float4 translationData, in int layer, out gra_Float2 numPagesOnLevel)
|
|
{
|
|
// The translation table contains uint32_t values so we have to get to the individual bits of the float data
|
|
uint data = GranitePrivate_FloatAsUint(translationData[layer]);
|
|
|
|
// Slice Index: 7 bits, Cache X: 10 bits, Cache Y: 10 bits, Tile Level: 4 bits
|
|
uint slice = (data >> 24u) & 0x7Fu;
|
|
uint cacheX = (data >> 14u) & 0x3FFu;
|
|
uint cacheY = (data >> 4u) & 0x3FFu;
|
|
uint revLevel = data & 0xFu;
|
|
|
|
gra_Float2 numTilesOnLevel;
|
|
numTilesOnLevel.x = GranitePrivate_Pow2(revLevel);
|
|
numTilesOnLevel.y = numTilesOnLevel.x * gra_NumTilesYScale;
|
|
|
|
gra_Float2 tileTexCoord = frac(inputTexCoord * numTilesOnLevel);
|
|
|
|
gra_Float2 tileTexCoordCache = tileTexCoord * gra_TileContentInTiles + gra_Float2(cacheX, cacheY);
|
|
gra_Float3 final = gra_Float3(tileTexCoordCache * gra_RcpCacheInTiles(layer) + gra_BorderPixelsRcpCache(layer), slice);
|
|
|
|
numPagesOnLevel = numTilesOnLevel * gra_TileContentInTiles * gra_RcpCacheInTiles(layer);
|
|
|
|
return final;
|
|
}
|
|
|
|
gra_Float4 GranitePrivate_DrawDebugTiles(in gra_Float4 sourceColor, in gra_Float2 textureCoord, in gra_Float2 numPagesOnLevel)
|
|
{
|
|
// Calculate the border values
|
|
gra_Float2 cacheOffs = frac(textureCoord * numPagesOnLevel);
|
|
float borderTemp = max(cacheOffs.x, 1.0-cacheOffs.x);
|
|
borderTemp = max(max(cacheOffs.y, 1.0-cacheOffs.y), borderTemp);
|
|
float border = smoothstep(0.98, 0.99, borderTemp);
|
|
|
|
// White
|
|
gra_Float4 borderColor = gra_Float4(1,1,1,1);
|
|
|
|
//Lerp it over the source color
|
|
return lerp(sourceColor, borderColor, border);
|
|
}
|
|
|
|
gra_Float4 GranitePrivate_MakeResolveOutput(in GraniteTilesetConstantBuffer tsCB, in gra_Float2 tileXY, in float level)
|
|
{
|
|
#if GRA_PACK_RESOLVE_OUTPUT
|
|
return GranitePrivate_PackTileId(tileXY, level, gra_TextureId);
|
|
#else
|
|
return gra_Float4(tileXY, level, gra_TextureId);
|
|
#endif
|
|
}
|
|
|
|
gra_Float4 GranitePrivate_ResolverPixel(in GraniteTilesetConstantBuffer tsCB, in gra_Float2 inputTexCoord, in float LOD)
|
|
{
|
|
float level = floor(LOD + 0.5f);
|
|
|
|
// Number of tiles on level zero
|
|
gra_Float2 level0NumTiles;
|
|
level0NumTiles.x = gra_Level0NumTilesX;
|
|
level0NumTiles.y = gra_Level0NumTilesX * gra_NumTilesYScale;
|
|
|
|
// Calculate xy of the tiles to load
|
|
gra_Float2 virtualTilesUv = floor(inputTexCoord * level0NumTiles * pow(0.5, level));
|
|
|
|
return GranitePrivate_MakeResolveOutput(tsCB, virtualTilesUv, level);
|
|
}
|
|
|
|
void GranitePrivate_CalculateCubemapCoordinates(in gra_Float3 inputTexCoord, in gra_Float3 dVx, in gra_Float3 dVy, in GraniteStreamingTextureCubeConstantBuffer transforms, out int faceIdx, out gra_Float2 texCoord, out gra_Float2 dX, out gra_Float2 dY)
|
|
{
|
|
gra_Float2 contTexCoord;
|
|
gra_Float3 derivX;
|
|
gra_Float3 derivY;
|
|
|
|
float majorAxis;
|
|
if (abs(inputTexCoord.z) >= abs(inputTexCoord.x) && abs(inputTexCoord.z) >= abs(inputTexCoord.y))
|
|
{
|
|
// Z major axis
|
|
if(inputTexCoord.z < 0.0)
|
|
{
|
|
faceIdx = 5;
|
|
texCoord.x = -inputTexCoord.x;
|
|
}
|
|
else
|
|
{
|
|
faceIdx = 4;
|
|
texCoord.x = inputTexCoord.x;
|
|
}
|
|
texCoord.y = -inputTexCoord.y;
|
|
majorAxis = inputTexCoord.z;
|
|
|
|
contTexCoord = gra_Float2(inputTexCoord.x, inputTexCoord.y);
|
|
derivX = gra_Float3(dVx.x, dVx.y, dVx.z);
|
|
derivY = gra_Float3(dVy.x, dVy.y, dVy.z);
|
|
}
|
|
else if (abs(inputTexCoord.y) >= abs(inputTexCoord.x))
|
|
{
|
|
// Y major axis
|
|
if(inputTexCoord.y < 0.0)
|
|
{
|
|
faceIdx = 3;
|
|
texCoord.y = -inputTexCoord.z;
|
|
}
|
|
else
|
|
{
|
|
faceIdx = 2;
|
|
texCoord.y = inputTexCoord.z;
|
|
}
|
|
texCoord.x = inputTexCoord.x;
|
|
majorAxis = inputTexCoord.y;
|
|
|
|
contTexCoord = gra_Float2(inputTexCoord.x, inputTexCoord.z);
|
|
derivX = gra_Float3(dVx.x, dVx.z, dVx.y);
|
|
derivY = gra_Float3(dVy.x, dVy.z, dVy.y);
|
|
}
|
|
else
|
|
{
|
|
// X major axis
|
|
if(inputTexCoord.x < 0.0)
|
|
{
|
|
faceIdx = 1;
|
|
texCoord.x = inputTexCoord.z;
|
|
}
|
|
else
|
|
{
|
|
faceIdx = 0;
|
|
texCoord.x = -inputTexCoord.z;
|
|
}
|
|
texCoord.y = -inputTexCoord.y;
|
|
majorAxis = inputTexCoord.x;
|
|
|
|
contTexCoord = gra_Float2(inputTexCoord.z, inputTexCoord.y);
|
|
derivX = gra_Float3(dVx.z, dVx.y, dVx.x);
|
|
derivY = gra_Float3(dVy.z, dVy.y, dVy.x);
|
|
}
|
|
texCoord = (texCoord + majorAxis) / (2.0 * abs(majorAxis));
|
|
|
|
#if GRA_HQ_CUBEMAPPING
|
|
dX = /*contTexCoord **/ ((contTexCoord + derivX.xy) / ( 2.0 * (majorAxis + derivX.z)) - (contTexCoord / (2.0 * majorAxis)));
|
|
dY = /*contTexCoord **/ ((contTexCoord + derivY.xy) / ( 2.0 * (majorAxis + derivY.z)) - (contTexCoord / (2.0 * majorAxis)));
|
|
#else
|
|
dX = ((/*contTexCoord **/ derivX.xy) / (2.0 * abs(majorAxis)));
|
|
dY = ((/*contTexCoord **/ derivY.xy) / (2.0 * abs(majorAxis)));
|
|
#endif
|
|
|
|
// Now scale the derivatives with the texture transform scale
|
|
dX *= transforms.data[faceIdx].data[0].zw;
|
|
dY *= transforms.data[faceIdx].data[0].zw;
|
|
}
|
|
|
|
// Auto-level
|
|
void GranitePrivate_CalculateCubemapCoordinates(in gra_Float3 inputTexCoord, in GraniteStreamingTextureCubeConstantBuffer transforms, out int faceIdx, out gra_Float2 texCoord, out gra_Float2 dX, out gra_Float2 dY)
|
|
{
|
|
gra_Float3 dVx = ddx(inputTexCoord);
|
|
gra_Float3 dVy = ddy(inputTexCoord);
|
|
|
|
GranitePrivate_CalculateCubemapCoordinates(inputTexCoord, dVx, dVy, transforms, faceIdx, texCoord, dX, dY);
|
|
}
|
|
|
|
gra_Float2 Granite_GetTextureDimensions(in GraniteStreamingTextureConstantBuffer grSTCB)
|
|
{
|
|
return gra_Float2(1.0 / gra_AssetWidthRcp, 1.0 / gra_AssetHeightRcp); //TODO(ddebaets) use HLSL rcp here
|
|
}
|