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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl')
-rw-r--r--tests/hlsl/dxsdk/NBodyGravityCS11/ParticleDraw.hlsl128
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