Subversion Repository Public Repository

Divide-Dependencies

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
#ifndef CONFIG_H
#define CONFIG_H

// The VFACE register sign indicates if the face is backfacing or not.
// The Renderer will define this if its supported...
#if !defined(ENABLE_VFACE)
	#define ENABLE_VFACE 0
#endif

// When true, ENABLE_COLOR_SWIZZLE_SUPPORT provides dynamic
//   color swizzling support from rgb/bgr -> bgr/rgb
//   if g_bSwizzleColor is true
// This prevents the need for CPU color swizzling on platforms
//   expecting a color format different from that provided
#if !defined(ENABLE_COLOR_SWIZZLE_SUPPORT)
	#define ENABLE_COLOR_SWIZZLE_SUPPORT 0
#endif

// The D3D compiler will #define this as TANGENT!!
#ifndef SEMANTIC_TANGENT
#define SEMANTIC_TANGENT      TEXCOORD5
#endif

#define SEMANTIC_INSTANCE_T     TEXCOORD8
#define SEMANTIC_INSTANCE_X     TEXCOORD9
#define SEMANTIC_INSTANCE_Y     TEXCOORD10
#define SEMANTIC_INSTANCE_Z     TEXCOORD11

#define SEMANTIC_INSTANCE_UV    TEXCOORD12
#define SEMANTIC_INSTANCE_LOCAL TEXCOORD13

#define SEMANTIC_DISPLACEMENT       TEXCOORD14
#define SEMANTIC_DISPLACEMENT_FLAGS TEXCOORD15

#define SEMANTIC_SPRITE_ROT_SCALEX_SCALEY TEXCOORD14

#define SEMANTIC_BONEINDEX    TEXCOORD6

#if !defined(RENDERER_DISPLACED)
#define RENDERER_DISPLACED 0
#endif
#if !defined(ENABLE_TESSELLATION)
#define ENABLE_TESSELLATION 0
#endif

// Parameters passed from the vertex shader to the fragment shader.
struct FragmentParameters
{
	float3 worldSpacePosition : TEXCOORD4;
	float3 worldSpaceNormal   : TEXCOORD5;
	float3 worldSpaceTangent  : TEXCOORD6;
	float3 worldSpaceBinormal : TEXCOORD7;
#if defined(PX_X360) && defined(RENDERER_FRAGMENT)
	float2 spriteTexCoord     : SPRITETEXCOORD;
#endif
#if defined (RENDERER_GXM)
	float2 spriteTexCoord	  : SPRITECOORD;
#endif
	float4 texcoord0          : TEXCOORD0;
	float4 texcoord1          : TEXCOORD1;
	float4 texcoord2          : TEXCOORD2;
#if !defined (RENDERER_WIN8ARM)
	float4 texcoord3          : TEXCOORD3;
#endif	
	half4  color              : COLOR;
};

// Material information for a given fragment.
struct SurfaceMaterial
{
	half3 diffuseColor;
	half  alpha;
	half3 emissiveColor;
	half3 specularColor;
	half  specularPower;
	half3 tangentSpaceNormal;
};

// Lighting information for a given fragment.
struct Lighting
{
	half3 diffuseColor;
	half3 specularColor;
};

// Final output for a Forward Rendered Fragment.
struct Fragment
{
	half4 color : COLOR0;
};

// Final output for a Deferred Rendered Fragment.
struct DeferredFragment
{
	// TODO: COLOR0 alpha should be the alpha value... not emissiveIntensity.
	half4 diffuseColor                      : COLOR0; // rgb=diffuseColor
	half4 emissiveColor                     : COLOR1; // rgb=emissiveColor
	half4 worldSpaceNormalAndSpecularPower  : COLOR2; // rgb=worldSpaceNormal, a=specularPower
};



// user implemented functions...
SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params);

// lighting functions...
Lighting computeLighting(const FragmentParameters params, const SurfaceMaterial material);


#endif

Commits for Divide-Dependencies/physx/APEX_1.4/media/SampleRenderer/4/shaders/include/config.cg

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx