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- #include "common.h"
- #include "DX11\tess.h"
- //if you use ccw then corresponding coefs are w, v, u
- //if you use cw then corresponding coefs are u, v, w
- [domain("tri")]
- v2p_bumped main( HS_CONSTANT_DATA_OUTPUT input,
- float3 uvw : SV_DomainLocation,
- const OutputPatch<p_bumped, 3> bp )
- {
- v2p_bumped output;
- //interpolate in screen space
- //uvw = uvw*input.www/dot(uvw,input.www);
- float minc = min( uvw.x, min( uvw.y, uvw.z ) );
- // if the vertex is not on an edge of the original triangle
- [flatten]if (minc!=0.0f)
- {
- // if we are at not the centre of the triangle
- [flatten]if( ((1.0f/3.0f)-minc)> 0.01f )
- {
- // solving for making the smallest uvw component 0.0f as this means the bigger ones sum to 1.0f and
- // are on the edge of the triangle
- // if vertex gets too close to the edge move it on to the edge to replace to old edge vertex
- // otherwise keep fK at 1.0f to restore the old uvw position
- float fK = (1.0f/3.0f)/((1.0f/3.0f)-minc);
- fK = minc < 0.1 ? fK : 1.0f;
- // update uvw
- uvw = lerp((1.0f/3.0f).xxx, uvw, fK);
- }
- }
- float u = uvw.x;
- float v = uvw.y;
- float w = uvw.z;
- output.tcdh = bp[0].tcdh*w + bp[1].tcdh*v + bp[2].tcdh*u;
- output.position = bp[0].position*w + bp[1].position*v + bp[2].position*u;
- float3 M1 = bp[0].M1*w + bp[1].M1*v + bp[2].M1*u; output.M1 = M1;
- float3 M2 = bp[0].M2*w + bp[1].M2*v + bp[2].M2*u; output.M2 = M2;
- float3 M3 = bp[0].M3*w + bp[1].M3*v + bp[2].M3*u; output.M3 = M3;
- float3 Normal = normalize(float3(M1.z, M2.z, M3.z));
- float3 triPos = output.position.xyz;
- #ifdef USE_TDETAIL
- output.tcdbump = bp[0].tcdbump*w + bp[1].tcdbump*v + bp[2].tcdbump*u;
- #endif
- #ifdef USE_LM_HEMI
- output.lmh = bp[0].lmh*w + bp[1].lmh*v + bp[2].lmh*u;
- #endif
- #if TESS_PN
- float3 N[3] =
- {
- float3(bp[0].M1.z, bp[0].M2.z, bp[0].M3.z),
- float3(bp[1].M1.z, bp[1].M2.z, bp[1].M3.z),
- float3(bp[2].M1.z, bp[2].M2.z, bp[2].M3.z)
- };
- float3 P[3] =
- {
- bp[0].position.xyz,
- bp[1].position.xyz,
- bp[2].position.xyz
- };
- ComputePatchVertex(P, N, uvw, input.patch, output.position.xyz, Normal);
- #endif
- #if TESS_HM
- # ifdef USE_TDETAIL
- ComputeDisplacedVertex(output.position.xyz, Normal, output.tcdh, output.tcdbump);
- # else
- ComputeDisplacedVertex(output.position.xyz, Normal, output.tcdh, 0);
- # endif
- #endif
- [flatten]if( minc==0 )
- output.position.xyz = triPos;
- //output.M1.z = Normal.x;
- //output.M2.z = Normal.y;
- //output.M3.z = Normal.z;
- output.hpos = mul(m_P, float4(output.position.xyz,1));
- return output;
- }
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