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authorEgor Yusov <egor.yusov@gmail.com>2019-02-11 19:37:57 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-02-11 19:37:57 +0000
commite22e26af0f45e617e83e2ff0d4690fb3171345a8 (patch)
treeaf3df6c15cce4df143320dd69d473baa60dc1e46 /Shaders/PostProcess
parentRenamed ScreenSizeQuad into FullScreenTriangle (diff)
downloadDiligentFX-e22e26af0f45e617e83e2ff0d4690fb3171345a8.tar.gz
DiligentFX-e22e26af0f45e617e83e2ff0d4690fb3171345a8.zip
Split Structures.fxh into BasicStructures.fxh and EpipolarLightScatteringStrucutures.fxh
Diffstat (limited to 'Shaders/PostProcess')
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/AtmosphereShadersCommon.fxh2
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/CoarseInsctr.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/RayMarch.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/ReconstructCameraSpaceZ.fx2
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/RefineSampleLocations.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/RenderSliceEndPoints.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/SliceUVDirection.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/Sun.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/private/UnwarpEpipolarScattering.fx1
-rw-r--r--Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh (renamed from Shaders/PostProcess/EpipolarLightScattering/public/Structures.fxh)105
10 files changed, 12 insertions, 104 deletions
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/AtmosphereShadersCommon.fxh b/Shaders/PostProcess/EpipolarLightScattering/private/AtmosphereShadersCommon.fxh
index 525020e..eecb81d 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/AtmosphereShadersCommon.fxh
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/AtmosphereShadersCommon.fxh
@@ -1,7 +1,7 @@
#ifndef _ATMOSPHERE_SHADERS_COMMON_FXH_
#define _ATMOSPHERE_SHADERS_COMMON_FXH_
-#include "Structures.fxh"
+#include "EpipolarLightScatteringStructures.fxh"
#define FLT_MAX 3.402823466e+38f
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/CoarseInsctr.fx b/Shaders/PostProcess/EpipolarLightScattering/private/CoarseInsctr.fx
index 12f05ba..d02ebff 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/CoarseInsctr.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/CoarseInsctr.fx
@@ -3,6 +3,7 @@
// Coarse inscattering is used to refine sampling, while extinction is then transformed to
// screen space, if extinction evaluation mode is EXTINCTION_EVAL_MODE_EPIPOLAR
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
cbuffer cbParticipatingMediaScatteringParams
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/RayMarch.fx b/Shaders/PostProcess/EpipolarLightScattering/private/RayMarch.fx
index c9b822e..697e1e4 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/RayMarch.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/RayMarch.fx
@@ -1,6 +1,7 @@
//RayMarch.fx
//Performs ray marching and computes shadowed scattering
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
cbuffer cbParticipatingMediaScatteringParams
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/ReconstructCameraSpaceZ.fx b/Shaders/PostProcess/EpipolarLightScattering/private/ReconstructCameraSpaceZ.fx
index 88b701c..d57c668 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/ReconstructCameraSpaceZ.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/ReconstructCameraSpaceZ.fx
@@ -1,7 +1,7 @@
// ReconstructCameraSpaceZ.fx
// Reconstructs camera space z from depth
-#include "Structures.fxh"
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
Texture2D<float> g_tex2DDepthBuffer;
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/RefineSampleLocations.fx b/Shaders/PostProcess/EpipolarLightScattering/private/RefineSampleLocations.fx
index 94781b1..d8b6c4c 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/RefineSampleLocations.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/RefineSampleLocations.fx
@@ -1,6 +1,7 @@
// RefineSampleLocations.fx
// Refines sample locations using inscattering difference or z difference
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
// In fact we only need RG16U texture to store
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/RenderSliceEndPoints.fx b/Shaders/PostProcess/EpipolarLightScattering/private/RenderSliceEndPoints.fx
index 67b8324..def7e81 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/RenderSliceEndPoints.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/RenderSliceEndPoints.fx
@@ -1,4 +1,5 @@
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
cbuffer cbLightParams
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/SliceUVDirection.fx b/Shaders/PostProcess/EpipolarLightScattering/private/SliceUVDirection.fx
index 42d4a8a..bd73f56 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/SliceUVDirection.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/SliceUVDirection.fx
@@ -1,3 +1,4 @@
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
Texture2D<float4> g_tex2DSliceEndPoints;
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/Sun.fx b/Shaders/PostProcess/EpipolarLightScattering/private/Sun.fx
index c53796c..88b94e7 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/Sun.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/Sun.fx
@@ -1,3 +1,4 @@
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
cbuffer cbCameraAttribs
diff --git a/Shaders/PostProcess/EpipolarLightScattering/private/UnwarpEpipolarScattering.fx b/Shaders/PostProcess/EpipolarLightScattering/private/UnwarpEpipolarScattering.fx
index e97e1fa..8863f13 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/private/UnwarpEpipolarScattering.fx
+++ b/Shaders/PostProcess/EpipolarLightScattering/private/UnwarpEpipolarScattering.fx
@@ -2,6 +2,7 @@
// Transforms scattering and extinction from epipolar space to camera space and combines with the
// back buffer
+#include "BasicStructures.fxh"
#include "AtmosphereShadersCommon.fxh"
cbuffer cbParticipatingMediaScatteringParams
diff --git a/Shaders/PostProcess/EpipolarLightScattering/public/Structures.fxh b/Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh
index 3a1ff3d..c77ffb2 100644
--- a/Shaders/PostProcess/EpipolarLightScattering/public/Structures.fxh
+++ b/Shaders/PostProcess/EpipolarLightScattering/public/EpipolarLightScatteringStructures.fxh
@@ -1,23 +1,5 @@
-// This file is derived from the open source project provided by Intel Corportaion that
-// requires the following notice to be kept:
-//--------------------------------------------------------------------------------------
-// Copyright 2013 Intel Corporation
-// All Rights Reserved
-//
-// Permission is granted to use, copy, distribute and prepare derivative works of this
-// software for any purpose and without fee, provided, that the above copyright notice
-// and this statement appear in all copies. Intel makes no representations about the
-// suitability of this software for any purpose. THIS SOFTWARE IS PROVIDED "AS IS."
-// INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, AND ALL LIABILITY,
-// INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES, FOR THE USE OF THIS SOFTWARE,
-// INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY RIGHTS, AND INCLUDING THE
-// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. Intel does not
-// assume any responsibility for any errors which may appear in this software nor any
-// responsibility to update it.
-//--------------------------------------------------------------------------------------
-
-#ifndef _STRCUTURES_FXH_
-#define _STRCUTURES_FXH_
+#ifndef _EPIPOLAR_LIGHT_SCATTERING_STRCUTURES_FXH_
+#define _EPIPOLAR_LIGHT_SCATTERING_STRCUTURES_FXH_
#define PI 3.1415928f
@@ -60,87 +42,6 @@
#endif
-#define MAX_CASCADES 8
-struct CascadeAttribs
-{
- float4 f4LightSpaceScale;
- float4 f4LightSpaceScaledBias;
- float4 f4StartEndZ;
-};
-CHECK_STRUCT_ALIGNMENT(CascadeAttribs)
-
-
-struct ShadowMapAttribs
-{
- // 0
-#ifdef __cplusplus
- float4x4 mWorldToLightViewT; // Matrices in HLSL are COLUMN-major while float4x4 is ROW major
-#else
- matrix mWorldToLightView; // Transform from view space to light projection space
-#endif
- // 16
- CascadeAttribs Cascades[MAX_CASCADES];
-
-#ifdef __cplusplus
- float fCascadeCamSpaceZEnd[MAX_CASCADES];
- float4x4 mWorldToShadowMapUVDepthT[MAX_CASCADES];
-#else
- float4 f4CascadeCamSpaceZEnd[MAX_CASCADES/4];
- matrix mWorldToShadowMapUVDepth[MAX_CASCADES];
-#endif
-
- // Do not use bool, because sizeof(bool)==1 !
- BOOL bVisualizeCascades;
-
- // float3 f3Padding;
- // Stupid OpenGL compiler does not handle 3-component vectors properly
- // and screws up the structure layout.
- // Opengl.org suggests not using vec3 at all
- int Padding0, Padding1, Padding2;
-};
-CHECK_STRUCT_ALIGNMENT(ShadowMapAttribs)
-
-
-struct LightAttribs
-{
- float4 f4DirOnLight;
- float4 f4AmbientLight;
- float4 f4LightScreenPos;
- float4 f4ExtraterrestrialSunColor;
-
- BOOL bIsLightOnScreen;
- // Stupid OpenGL compiler does not handle 3-component vectors properly
- // and screws up the structure layout.
- // Opengl.org suggests not using vec3 at all
- int Padding0, Padding1, Padding2;
-
- ShadowMapAttribs ShadowAttribs;
-};
-CHECK_STRUCT_ALIGNMENT(LightAttribs)
-
-
-struct CameraAttribs
-{
- float4 f4CameraPos; ///< Camera world position
- float fNearPlaneZ;
- float fFarPlaneZ; // fNearPlaneZ < fFarPlaneZ
- float2 f2Dummy;
-
-#ifdef __cplusplus
- float4x4 mViewProjT;
- //float4x4 mViewT;
- float4x4 mProjT;
- float4x4 mViewProjInvT;
-#else
- matrix mViewProj;
- //matrix mView;
- matrix mProj;
- matrix mViewProjInv;
-#endif
-};
-CHECK_STRUCT_ALIGNMENT(CameraAttribs)
-
-
#define LIGHT_SCTR_TECHNIQUE_EPIPOLAR_SAMPLING 0
#define LIGHT_SCTR_TECHNIQUE_BRUTE_FORCE 1
@@ -289,4 +190,4 @@ struct MiscDynamicParams
};
CHECK_STRUCT_ALIGNMENT(MiscDynamicParams)
-#endif //_STRCUTURES_FXH_
+#endif //_EPIPOLAR_LIGHT_SCATTERING_STRCUTURES_FXH_