public NormalMappingPS() { Name = "NormalMappingPS"; KeyPart = new TechniqueKey(ps: PixelShaderFlags.Diffuse | PixelShaderFlags.DiffuseMap | PixelShaderFlags.Specular | PixelShaderFlags.NormalMap); Struct inputStruct = Struct.VertexPositionNormalTextureTangentOut; inputStruct.Name = "input"; InputStruct = inputStruct; PhongLightingNode nPhongLighting = (PhongLightingNode)((PSOutputNode)Result).FinalColor; Texture tNormal = Texture.NormalMap; Sampler sDiffuseSampler = Get <Sampler>(Param.Samplers.MinMagMipLinearWrap); Add(tNormal); TextureSampleNode nNormalMapSample = new TextureSampleNode { Coordinates = new ReferenceNode { Value = InputStruct[Param.SemanticVariables.Texture] }, Texture = tNormal, Sampler = sDiffuseSampler, IsVerbose = true }; TrinaryFunctionNode nNormalMapping = new TrinaryFunctionNode { Input1 = nPhongLighting.Normal, Input2 = new ReferenceNode { Value = InputStruct[Param.SemanticVariables.Tangent] }, Input3 = nNormalMapSample, Function = new NormalMappingMethod(), Output = new Vector { Type = Shaders.Type.Float3, Name = "vNormalTS" }, IsVerbose = true }; nPhongLighting.Normal = nNormalMapping; }
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 }; }