Remove accidental commit
Change-Id: Ied931db182c11f26bffda4900641e41a1e9b5ee8 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59027 Commit-Queue: Ben Clayton <bclayton@google.com> Commit-Queue: James Price <jrprice@google.com> Auto-Submit: Ben Clayton <bclayton@google.com> Kokoro: Ben Clayton <bclayton@google.com> Reviewed-by: James Price <jrprice@google.com>
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/* Dumped generated HLSL */
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struct lightingInfo
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{
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float3 diffuse;
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float3 specular;
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};
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cbuffer LeftOver : register(b0, space2)
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{
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row_major float4x4 _269_u_World : packoffset(c0);
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row_major float4x4 _269_u_ViewProjection : packoffset(c4);
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float _269_u_bumpStrength : packoffset(c8);
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float3 _269_u_cameraPosition : packoffset(c9);
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float _269_u_parallaxScale : packoffset(c9.w);
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float _269_textureInfoName : packoffset(c10);
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float2 _269_tangentSpaceParameter0 : packoffset(c10.z);
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};
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cbuffer Light0 : register(b0, space0)
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{
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float4 light0_vLightData : packoffset(c0);
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float4 light0_vLightDiffuse : packoffset(c1);
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float4 light0_vLightSpecular : packoffset(c2);
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float3 light0_vLightGround : packoffset(c3);
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float4 light0_shadowsInfo : packoffset(c4);
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float2 light0_depthValues : packoffset(c5);
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};
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Texture2D<float4> TextureSamplerTexture : register(t3, space2);
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SamplerState TextureSamplerSampler : register(s2, space2);
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Texture2D<float4> TextureSampler1Texture : register(t1, space2);
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SamplerState TextureSampler1Sampler : register(s0, space2);
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SamplerState bumpSamplerSampler : register(s1, space2);
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Texture2D<float4> bumpSamplerTexture : register(t2, space2);
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static bool gl_FrontFacing;
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static float2 vMainuv;
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static float4 v_output1;
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static float2 v_uv;
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static float4 v_output2;
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static float4 glFragColor;
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struct SPIRV_Cross_Input
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{
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float4 v_output1 : TEXCOORD0;
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float2 vMainuv : TEXCOORD1;
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float4 v_output2 : TEXCOORD2;
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float2 v_uv : TEXCOORD3;
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bool gl_FrontFacing : SV_IsFrontFace;
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};
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struct SPIRV_Cross_Output
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{
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float4 glFragColor : SV_Target0;
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};
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static float u_Float = 0.0f;
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static float3 u_Color = 0.0f.xxx;
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float3x3 cotangent_frame(float3 normal, float3 p, float2 uv, float2 tangentSpaceParams)
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{
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float3 dp1 = ddx(p);
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float3 dp2 = ddy(p);
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float2 duv1 = ddx(uv);
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float2 duv2 = ddy(uv);
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float3 dp2perp = cross(dp2, normal);
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float3 dp1perp = cross(normal, dp1);
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float3 tangent = (dp2perp * duv1.x) + (dp1perp * duv2.x);
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float3 bitangent = (dp2perp * duv1.y) + (dp1perp * duv2.y);
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tangent *= tangentSpaceParams.x;
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bitangent *= tangentSpaceParams.y;
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float invmax = rsqrt(max(dot(tangent, tangent), dot(bitangent, bitangent)));
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return float3x3(float3(tangent * invmax), float3(bitangent * invmax), float3(normal));
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}
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float3x3 transposeMat3(float3x3 inMatrix)
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{
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float3 i0 = inMatrix[0];
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float3 i1 = inMatrix[1];
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float3 i2 = inMatrix[2];
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float3x3 outMatrix = float3x3(float3(float3(i0.x, i1.x, i2.x)), float3(float3(i0.y, i1.y, i2.y)), float3(float3(i0.z, i1.z, i2.z)));
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return outMatrix;
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}
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float3 perturbNormalBase(float3x3 cotangentFrame, float3 normal, float scale)
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{
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return normalize(mul(normal, cotangentFrame));
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}
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float3 perturbNormal(float3x3 cotangentFrame, float3 textureSample, float scale)
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{
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float3x3 param = cotangentFrame;
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float3 param_1 = (textureSample * 2.0f) - 1.0f.xxx;
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float param_2 = scale;
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return perturbNormalBase(param, param_1, param_2);
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}
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lightingInfo computeHemisphericLighting(float3 viewDirectionW, float3 vNormal, float4 lightData, float3 diffuseColor, float3 specularColor, float3 groundColor, float glossiness)
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{
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float ndl = (dot(vNormal, lightData.xyz) * 0.5f) + 0.5f;
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lightingInfo result = { 0.0f.xxx, 0.0f.xxx };
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result.diffuse = lerp(groundColor, diffuseColor, ndl.xxx);
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float3 angleW = normalize(viewDirectionW + lightData.xyz);
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float specComp = max(0.0f, dot(vNormal, angleW));
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specComp = pow(specComp, max(1.0f, glossiness));
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result.specular = specularColor * specComp;
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return result;
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}
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void frag_main()
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{
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u_Float = 100.0f;
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u_Color = 0.5f.xxx;
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float4 tempTextureRead = TextureSamplerTexture.Sample(TextureSamplerSampler, vMainuv);
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float3 rgb = tempTextureRead.xyz * _269_textureInfoName;
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float3 output5 = normalize(_269_u_cameraPosition - v_output1.xyz);
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float4 output4 = 0.0f.xxxx;
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float2 uvOffset = 0.0f.xx;
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float normalScale = 1.0f / _269_u_bumpStrength;
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float2 _299 = 0.0f.xx;
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if (gl_FrontFacing)
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{
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_299 = v_uv;
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}
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else
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{
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_299 = -v_uv;
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}
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float2 TBNUV = _299;
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float3 param = v_output2.xyz * normalScale;
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float3 param_1 = v_output1.xyz;
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float2 param_2 = TBNUV;
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float2 param_3 = _269_tangentSpaceParameter0;
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float3x3 TBN = cotangent_frame(param, param_1, param_2, param_3);
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float3x3 param_4 = TBN;
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float3x3 invTBN = transposeMat3(param_4);
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float parallaxLimit = length(mul(-output5, invTBN).xy) / mul(-output5, invTBN).z;
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parallaxLimit *= _269_u_parallaxScale;
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float2 vOffsetDir = normalize(mul(-output5, invTBN).xy);
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float2 vMaxOffset = vOffsetDir * parallaxLimit;
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float numSamples = 15.0f + (dot(mul(-output5, invTBN), mul(v_output2.xyz, invTBN)) * (-11.0f));
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float stepSize = 1.0f / numSamples;
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float currRayHeight = 1.0f;
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float2 vCurrOffset = 0.0f.xx;
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float2 vLastOffset = 0.0f.xx;
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float lastSampledHeight = 1.0f;
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float currSampledHeight = 1.0f;
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for (int i = 0; i < 15; i++)
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{
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currSampledHeight = TextureSamplerTexture.Sample(TextureSamplerSampler, v_uv + vCurrOffset).w;
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if (currSampledHeight > currRayHeight)
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{
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float delta1 = currSampledHeight - currRayHeight;
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float delta2 = (currRayHeight + stepSize) - lastSampledHeight;
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float ratio = delta1 / (delta1 + delta2);
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vCurrOffset = (vLastOffset * ratio) + (vCurrOffset * (1.0f - ratio));
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break;
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}
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else
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{
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currRayHeight -= stepSize;
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vLastOffset = vCurrOffset;
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vCurrOffset += (vMaxOffset * stepSize);
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lastSampledHeight = currSampledHeight;
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}
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}
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float2 parallaxOcclusion_0 = vCurrOffset;
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uvOffset = parallaxOcclusion_0;
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float3x3 param_5 = TBN;
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float3 param_6 = TextureSamplerTexture.Sample(TextureSamplerSampler, v_uv + uvOffset).xyz;
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float param_7 = 1.0f / _269_u_bumpStrength;
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float3 _461 = perturbNormal(param_5, param_6, param_7);
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output4 = float4(_461.x, _461.y, _461.z, output4.w);
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float2 output6 = v_uv + uvOffset;
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float4 tempTextureRead1 = TextureSampler1Texture.Sample(TextureSampler1Sampler, output6);
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float3 rgb1 = tempTextureRead1.xyz;
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float3 viewDirectionW = normalize(_269_u_cameraPosition - v_output1.xyz);
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float shadow = 1.0f;
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float glossiness = 1.0f * u_Float;
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float3 diffuseBase = 0.0f.xxx;
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float3 specularBase = 0.0f.xxx;
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float3 normalW = output4.xyz;
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float3 param_8 = viewDirectionW;
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float3 param_9 = normalW;
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float4 param_10 = light0_vLightData;
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float3 param_11 = light0_vLightDiffuse.xyz;
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float3 param_12 = light0_vLightSpecular.xyz;
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float3 param_13 = light0_vLightGround;
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float param_14 = glossiness;
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lightingInfo info = computeHemisphericLighting(param_8, param_9, param_10, param_11, param_12, param_13, param_14);
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shadow = 1.0f;
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diffuseBase += (info.diffuse * shadow);
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specularBase += (info.specular * shadow);
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float3 diffuseOutput = diffuseBase * rgb1;
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float3 specularOutput = specularBase * u_Color;
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float3 output3 = diffuseOutput + specularOutput;
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glFragColor = float4(output3, 1.0f);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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gl_FrontFacing = stage_input.gl_FrontFacing;
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vMainuv = stage_input.vMainuv;
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v_output1 = stage_input.v_output1;
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v_uv = stage_input.v_uv;
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v_output2 = stage_input.v_output2;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.glFragColor = glFragColor;
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return stage_output;
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}
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