diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl')
| -rw-r--r-- | tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl b/tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl new file mode 100644 index 000000000..ea56e20e9 --- /dev/null +++ b/tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl @@ -0,0 +1,128 @@ +//TEST_IGNORE_FILE: Currently failing due to Spire compiler issues. +//TEST:COMPARE_HLSL: -target dxbc-assembly -profile vs_4_0 -entry VSParticleDraw -profile gs_4_0 -entry GSParticleDraw -profile ps_4_0 -entry PSParticleDraw +//-------------------------------------------------------------------------------------- +// File: ParticleDraw.hlsl +// +// Shaders for rendering the particle as point sprite +// +// Copyright (c) Microsoft Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + +struct VSParticleIn +{ + float4 color : COLOR; + uint id : SV_VERTEXID; +}; + +struct VSParticleDrawOut +{ + float3 pos : POSITION; + float4 color : COLOR; +}; + +struct GSParticleDrawOut +{ + float2 tex : TEXCOORD0; + float4 color : COLOR; + float4 pos : SV_POSITION; +}; + +struct PSParticleDrawIn +{ + float2 tex : TEXCOORD0; + float4 color : COLOR; +}; + +struct PosVelo +{ + float4 pos; + float4 velo; +}; + +Texture2D g_txDiffuse; +StructuredBuffer<PosVelo> g_bufPosVelo; + + +SamplerState g_samLinear +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Clamp; + AddressV = Clamp; +}; + +cbuffer cb0 +{ + row_major float4x4 g_mWorldViewProj; + row_major float4x4 g_mInvView; +}; + +cbuffer cb1 +{ + static float g_fParticleRad = 10.0f; +}; + +cbuffer cbImmutable +{ + static float3 g_positions[4] = + { + float3( -1, 1, 0 ), + float3( 1, 1, 0 ), + float3( -1, -1, 0 ), + float3( 1, -1, 0 ), + }; + + static float2 g_texcoords[4] = + { + float2(0,0), + float2(1,0), + float2(0,1), + float2(1,1), + }; +}; + +// +// Vertex shader for drawing the point-sprite particles +// +VSParticleDrawOut VSParticleDraw(VSParticleIn input) +{ + VSParticleDrawOut output; + + output.pos = g_bufPosVelo[input.id].pos; + + float mag = g_bufPosVelo[input.id].velo.w/9; + output.color = lerp( float4(1,0.1,0.1,1), input.color, mag ); + + return output; +} + +// +// GS for rendering point sprite particles. Takes a point and turns it into 2 tris. +// +[maxvertexcount(4)] +void GSParticleDraw(point VSParticleDrawOut input[1], inout TriangleStream<GSParticleDrawOut> SpriteStream) +{ + GSParticleDrawOut output; + + // + // Emit two new triangles + // + for(int i=0; i<4; i++) + { + float3 position = g_positions[i] * g_fParticleRad; + position = mul( position, (float3x3)g_mInvView ) + input[0].pos; + output.pos = mul( float4(position,1.0), g_mWorldViewProj ); + + output.color = input[0].color; + output.tex = g_texcoords[i]; + SpriteStream.Append(output); + } + SpriteStream.RestartStrip(); +} + +// +// PS for drawing particles +// +float4 PSParticleDraw(PSParticleDrawIn input) : SV_Target +{ + return g_txDiffuse.Sample( g_samLinear, input.tex ) * input.color; +}
\ No newline at end of file |
