e4s-sdk/gamedata/shaders/r3/dx11/tess.hs
2026-06-17 23:06:51 +03:00

77 lines
1.8 KiB
Haskell

#include "common.h"
#include "DX11\tess.h"
HS_CONSTANT_DATA_OUTPUT PatchConstantsHS(
InputPatch<p_bumped, 3> ip,
uint PatchID : SV_PrimitiveID )
{
HS_CONSTANT_DATA_OUTPUT Output;
ComputeTessFactor(Output.Edges, Output.Inside);
#ifdef TESS_PN
float3 N[3] =
{
normalize(float3(ip[0].M1.z, ip[0].M2.z, ip[0].M3.z)),
normalize(float3(ip[1].M1.z, ip[1].M2.z, ip[1].M3.z)),
normalize(float3(ip[2].M1.z, ip[2].M2.z, ip[2].M3.z))
};
float3 P[3] =
{
ip[0].position.xyz,
ip[1].position.xyz,
ip[2].position.xyz
};
ComputePNPatch(P, N, Output.patch);
//Discard back facing patches
# ifndef TESS_HM
bool doDiscard = (N[0].z>0.1) && (N[1].z>0.1) && (N[2].z>0.1)
&& (Output.patch.f3N110.z>0.1) && (Output.patch.f3N011.z>0.1) && (Output.patch.f3N101.z>0.1)
&& (P[0].z>5) && (P[1].z>5) && (P[2].z>5);
if (doDiscard)
Output.Edges[0]= Output.Edges[1]=Output.Edges[2]=Output.Inside=-1;
# endif
#endif
// Data for interpolation in screen space
// float w0 = mul(m_P, float4(ip[2].position.xyz, 1)).w;
// float w1 = mul(m_P, float4(ip[1].position.xyz, 1)).w;
// float w2 = mul(m_P, float4(ip[0].position.xyz, 1)).w;
// Output.www = float3(w0, w1, w2);
return Output;
}
[domain("tri")]
[partitioning("pow2")]
[outputtopology("triangle_ccw")]
[outputcontrolpoints(3)]
[patchconstantfunc("PatchConstantsHS")]
p_bumped main( InputPatch<p_bumped, 3> ip,
uint i : SV_OutputControlPointID,
uint PatchID : SV_PrimitiveID )
{
p_bumped ouput;
ouput.tcdh = ip[i].tcdh;
ouput.position = ip[i].position;
ouput.M1 = ip[i].M1;
ouput.M2 = ip[i].M2;
ouput.M3 = ip[i].M3;
#ifdef USE_TDETAIL
ouput.tcdbump = ip[i].tcdbump;
#endif
#ifdef USE_LM_HEMI
ouput.lmh = ip[i].lmh;
#endif
return ouput;
}