2017-06-28 21:55:30 +00:00
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform texture2d displacementMap;
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uniform float2 texelScale;
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uniform float2 displacementScale;
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sampler_state textureSampler {
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Filter = Trilinear;
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AddressU = Wrap;
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AddressV = Wrap;
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};
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sampler_state dispTextureSampler {
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Filter = Trilinear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSDisplace(VertDataOut v_in) : TARGET
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{
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float2 disp = displacementMap.Sample(dispTextureSampler, v_in.uv).rg - float2(0.5, 0.5);
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// Handle 0..255 correctly (127, 128 are center)
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float2 signdisp = disp * float2(281474976710656.0, 281474976710656.0);
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float2 signs = float2(clamp(disp.r, -1.0, 1.0), clamp(disp.g, -1.0, 1.0));
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disp = (floor(abs(disp * 127.0)) / 127.0) * signs;
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2017-08-19 22:25:20 +00:00
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2017-06-28 21:55:30 +00:00
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float2 uv = v_in.uv + (disp * texelScale * displacementScale);
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float4 rgba = image.Sample(textureSampler, uv);
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2017-08-19 22:25:20 +00:00
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2017-06-28 21:55:30 +00:00
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return rgba;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDisplace(v_in);
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}
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}
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