public WireframeVS() { Name = "WireframeVS"; Type = ShaderType.Vertex; KeyPart = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV | VertexShaderFlags.Barycentric); FeatureLevel = FeatureLevel.VS_4_0_Level_9_1; EnableSeparators = true; InputStruct = VertexPositionNormalBarycentric; OutputStruct = VertexPositionTextureIntensityBarycentricOut; ConstantBuffer cbFrame = CBPerFrame; ConstantBuffer cbInstance = CBPerInstance; Add(cbFrame); Add(cbInstance); IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition]; IVariable lightDirection = cbFrame[Param.Vectors.LightDirection]; IVariable normal = InputStruct[Param.SemanticVariables.Normal]; IVariable texture = InputStruct[Param.SemanticVariables.Texture]; IVariable barycentric = InputStruct[Param.SemanticVariables.Barycentric]; CastNode nV3toV4 = new CastNode { Input = new SwizzleNode { Input = new ReferenceNode { Value = position }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null } }, Output = new Vector { Type = Shaders.Type.Float4, Name = "vPosition" }, Mask = new[] { "0", "0", "0", "1" }, IsVerbose = true }; MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode { Input1 = nV3toV4, Input2 = MatrixMultiplyNode.WorldViewProjection, Output = new Vector() { Type = Shaders.Type.Float4, Name = "vClipPosition" }, IsVerbose = true }; MultiplyNode perspectiveCorrection = new MultiplyNode() { Input1 = new ReferenceNode() { Value = barycentric }, Input2 = new SwizzleNode() { Input = mulPosWVP, Swizzle = new Swizzle[] { Swizzle.W, } } }; BinaryFunctionNode dotLightNormal = new BinaryFunctionNode { Input1 = new ReferenceNode { Value = lightDirection }, Input2 = new ReferenceNode { Value = normal }, Function = HlslIntrinsics.Dot }; BinaryFunctionNode maxIntensity = new BinaryFunctionNode { Input1 = dotLightNormal, Input2 = new ScalarNode() { Value = 0.3f }, Function = HlslIntrinsics.Max }; CustomOutputNode outputNode = new CustomOutputNode() { Output = OutputStruct }; outputNode.RegisterField(Vector.ClipPosition, mulPosWVP, Shaders.Type.Float4); outputNode.RegisterField(Param.SemanticVariables.Intensity, Semantics.Intensity, maxIntensity, Shaders.Type.Float3); outputNode.RegisterField(Vector.TextureUV, new ReferenceNode { Value = texture }, Shaders.Type.Float2); outputNode.RegisterField(Param.SemanticVariables.Barycentric, Semantics.Barycentric, perspectiveCorrection, Shaders.Type.Float3); Result = outputNode; }
public WireframePS() { Name = "WireframePS"; Type = ShaderType.Pixel; KeyPart = new TechniqueKey(ps: PixelShaderFlags.Diffuse, sm: ShaderModel.SM_4_0_Level_9_3); FeatureLevel = FeatureLevel.PS_4_0_Level_9_3; EnableSeparators = true; var inputStruct = WireframeVS.VertexPositionTextureIntensityBarycentricOut; inputStruct.Name = "input"; InputStruct = inputStruct; OutputStruct = Struct.PixelShaderOutput; Structs.ConstantBuffer cbInstance = ConstantBuffer.CBMaterial; Struct material = (Struct)cbInstance[Param.Struct.Material]; Add(cbInstance); IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition]; IVariable diffuse = material[Param.Material.Diffuse]; IVariable specular = material[Param.Material.Specular]; IVariable intensity = InputStruct[Param.SemanticVariables.Intensity]; IVariable texture = InputStruct[Param.SemanticVariables.Texture]; IVariable barycentric = InputStruct[Param.SemanticVariables.Barycentric]; //2 UnaryFunctionNode fWidth = new UnaryFunctionNode { Input1 = new ReferenceNode() { Value = barycentric }, Function = HlslIntrinsics.Fwidth, Output = new Vector() { Type = Shaders.Type.Float3, Name = "d" }, IsVerbose = true }; //TrinaryFunctionNode smoothstep = new TrinaryFunctionNode() //{ // Input1 = new ConstantNode() {Value = new[] {0f, 0f, 0f}}, // Input2 = new MultiplyNode() {Input1 = new ScalarNode() {Value = 1.5f}, Input2 = fWidth}, // Input3 = new ReferenceNode() {Value = barycentric}, // Function = HLSLIntrinsics.Smoothstep, // IsVerbose = true, // Output = new Vector() { Type = Shaders.Type.Float3, Name = "a3"} //}; TrinaryFunctionNode smoothstep = new TrinaryFunctionNode() { Input1 = fWidth, Input2 = new MultiplyNode() { Input1 = new ScalarNode() { Value = 3f }, Input2 = fWidth }, Input3 = new ReferenceNode() { Value = barycentric }, Function = HlslIntrinsics.Smoothstep, IsVerbose = true, Output = new Vector() { Type = Shaders.Type.Float3, Name = "a3" } }; BinaryFunctionNode minDistanceXY = new BinaryFunctionNode() { Input1 = new SwizzleNode { Input = smoothstep, Swizzle = new[] { Swizzle.X } }, Input2 = new SwizzleNode { Input = smoothstep, Swizzle = new[] { Swizzle.Y } }, Function = HlslIntrinsics.Min, }; BinaryFunctionNode edgeIntensity = new BinaryFunctionNode() { Input1 = minDistanceXY, Input2 = new SwizzleNode { Input = smoothstep, Swizzle = new[] { Swizzle.Z } }, Function = HlslIntrinsics.Min, Output = new Vector() { Type = Shaders.Type.Float, Name = "minDistance" }, IsVerbose = true }; MultiplyNode objectDiffuse = new MultiplyNode() { Input1 = new ReferenceNode() { Value = diffuse }, Input2 = new CastNode { Input = new SwizzleNode { Input = new ReferenceNode { Value = intensity }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null } }, Mask = new[] { "0", "0", "0", "1" }, Output = new Vector() { Type = Shaders.Type.Float4, Name = "intensity4" } }, Output = new Vector() { Type = Shaders.Type.Float4, Name = "diffuse" }, IsVerbose = true }; TrinaryFunctionNode finalColor = new TrinaryFunctionNode() { Input1 = new ReferenceNode() { Value = specular }, Input2 = objectDiffuse, Input3 = edgeIntensity, Function = HlslIntrinsics.Lerp }; Result = new PSOutputNode { FinalColor = finalColor, Output = OutputStruct }; }