Delete validation/IROS_C_V3_Aloha_seen/collect_three_glues/000/materials
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validation/IROS_C_V3_Aloha_seen/collect_three_glues/000/materials/Num5e5507e87d6a6300013c8091.mdl
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mdl 1.6;
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import ::math::*;
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import ::state::*;
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import ::tex::*;
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import ::anno::*;
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using OmniUe4Function import *;
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using OmniUe4Base import *;
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export annotation sampler_color();
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export annotation sampler_normal();
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export annotation sampler_grayscale();
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export annotation sampler_alpha();
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export annotation sampler_masks();
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export annotation sampler_distancefield();
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export annotation dither_masked_off();
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export annotation world_space_normal();
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export material Num5e5507e87d6a6300013c8091(
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uniform texture_2d Normal_Tex = texture_2d("../textures/normal_1.png",::tex::gamma_linear)
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[[
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anno::display_name("Normal_Tex"),
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anno::ui_order(32),
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anno::in_group("Normal"),
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sampler_normal()
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]],
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float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
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[[
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anno::display_name("Normal_UVA"),
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anno::ui_order(32),
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anno::in_group("Normal")
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]],
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float EmissiveIntensity = 0.0
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[[
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anno::display_name("EmissiveIntensity"),
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anno::ui_order(32),
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anno::in_group("EmissiveColor")
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]],
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float IsEmissiveTex = 0.0
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[[
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anno::display_name("IsEmissiveTex"),
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anno::in_group("EmissiveColor")
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]],
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float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
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[[
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anno::display_name("Emissive_Color"),
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anno::ui_order(32),
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anno::in_group("EmissiveColor")
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]],
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uniform texture_2d Emissive_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb)
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[[
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anno::display_name("Emissive_Tex"),
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anno::ui_order(32),
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anno::in_group("EmissiveColor"),
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sampler_color()
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]],
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float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
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[[
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anno::display_name("Emissive_UVA"),
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anno::ui_order(32),
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anno::in_group("EmissiveColor")
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]],
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float IsBaseColorTex = 0.0
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[[
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anno::display_name("IsBaseColorTex"),
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anno::in_group("BaseColor")
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]],
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float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
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[[
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anno::display_name("BaseColor_Color"),
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anno::ui_order(32),
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anno::in_group("BaseColor")
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]],
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uniform texture_2d BaseColor_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb)
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[[
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anno::display_name("BaseColor_Tex"),
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anno::ui_order(32),
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anno::in_group("BaseColor"),
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sampler_color()
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]],
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float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
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[[
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anno::display_name("BaseColor_UVA"),
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anno::ui_order(32),
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anno::in_group("BaseColor")
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]],
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float IsMetallicTex = 0.0
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[[
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anno::display_name("IsMetallicTex"),
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anno::in_group("Metallic")
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]],
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float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
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[[
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anno::display_name("Metallic_Color"),
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anno::ui_order(32),
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anno::in_group("Metallic")
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]],
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uniform texture_2d Metallic_Tex = texture_2d("../textures/black_1.png",::tex::gamma_srgb)
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[[
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anno::display_name("Metallic_Tex"),
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anno::ui_order(32),
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anno::in_group("Metallic"),
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sampler_color()
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]],
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float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
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[[
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anno::display_name("Metallic_UVA"),
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anno::ui_order(32),
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anno::in_group("Metallic")
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]],
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float IsSpecularTex = 0.0
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[[
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anno::display_name("IsSpecularTex"),
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anno::in_group("Specular")
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]],
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float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
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[[
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anno::display_name("Specular_Color"),
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anno::ui_order(32),
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anno::in_group("Specular")
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]],
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uniform texture_2d Specular_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb)
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[[
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anno::display_name("Specular_Tex"),
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anno::ui_order(32),
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anno::in_group("Specular"),
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sampler_color()
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]],
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float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
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[[
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anno::display_name("Specular_UVA"),
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anno::ui_order(32),
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anno::in_group("Specular")
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]],
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float IsGlossTex = 0.0
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[[
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anno::display_name("IsGlossTex"),
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anno::in_group("Roughness")
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]],
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float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
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[[
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anno::display_name("Gloss_Color"),
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anno::ui_order(32),
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anno::in_group("Roughness")
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]],
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uniform texture_2d Gloss_Tex = texture_2d("../textures/white_1.png",::tex::gamma_srgb)
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[[
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anno::display_name("Gloss_Tex"),
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anno::ui_order(32),
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anno::in_group("Roughness"),
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sampler_color()
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]],
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float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
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[[
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anno::display_name("Gloss_UVA"),
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anno::ui_order(32),
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anno::in_group("Roughness")
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]],
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float PolygonOffset = 0.0
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[[
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anno::display_name("PolygonOffset"),
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anno::ui_order(32),
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anno::in_group("WorldPosition")
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]],
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int MaxTexCoordIndex = 3
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[[
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anno::hidden()
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]])
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=
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let {
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float3 Local82 = ::camera_position();
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float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
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float Local84 = math::dot(Local83, Local83);
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float Local85 = math::sqrt(Local84);
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float3 Local86 = (Local83 / Local85);
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float3 Local87 = (Local86 * PolygonOffset);
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float3 WorldPositionOffset_mdl = Local87;
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float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
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float2 Local0 = (float2(0.5,0.5) * -1.0);
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float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
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float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
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float2 Local3 = (Local0 + float2(Local1,Local2));
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float Local4 = (3.141592 * -2.0);
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float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
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float Local6 = (Local5 * 6.283185);
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float Local7 = math::cos(Local6);
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float Local8 = math::sin(Local6);
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float Local9 = (Local8 * -1.0);
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float Local10 = math::dot(Local3, float2(Local7,Local9));
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float Local11 = math::dot(Local3, float2(Local8,Local7));
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float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
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float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
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float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z));
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float3 Normal_mdl = Local14;
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float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
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float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
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float2 Local17 = (Local0 + float2(Local15,Local16));
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float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
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float Local19 = (Local18 * 6.283185);
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float Local20 = math::cos(Local19);
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float Local21 = math::sin(Local19);
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float Local22 = (Local21 * -1.0);
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float Local23 = math::dot(Local17, float2(Local20,Local22));
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float Local24 = math::dot(Local17, float2(Local21,Local20));
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float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
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float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
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float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z));
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float3 Local28 = (EmissiveIntensity * Local27);
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float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
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float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
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float2 Local31 = (Local0 + float2(Local29,Local30));
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float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
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float Local33 = (Local32 * 6.283185);
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float Local34 = math::cos(Local33);
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float Local35 = math::sin(Local33);
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float Local36 = (Local35 * -1.0);
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float Local37 = math::dot(Local31, float2(Local34,Local36));
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float Local38 = math::dot(Local31, float2(Local35,Local34));
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float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
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float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
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float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z));
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float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
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float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
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float2 Local44 = (Local0 + float2(Local42,Local43));
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float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
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float Local46 = (Local45 * 6.283185);
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float Local47 = math::cos(Local46);
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float Local48 = math::sin(Local46);
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float Local49 = (Local48 * -1.0);
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float Local50 = math::dot(Local44, float2(Local47,Local49));
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float Local51 = math::dot(Local44, float2(Local48,Local47));
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float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
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float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
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float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z));
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float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
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float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
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float2 Local57 = (Local0 + float2(Local55,Local56));
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float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
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float Local59 = (Local58 * 6.283185);
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float Local60 = math::cos(Local59);
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float Local61 = math::sin(Local59);
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float Local62 = (Local61 * -1.0);
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float Local63 = math::dot(Local57, float2(Local60,Local62));
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float Local64 = math::dot(Local57, float2(Local61,Local60));
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float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
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float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
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float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z));
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float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
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float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
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float2 Local70 = (Local0 + float2(Local68,Local69));
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float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
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float Local72 = (Local71 * 6.283185);
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float Local73 = math::cos(Local72);
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float Local74 = math::sin(Local72);
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float Local75 = (Local74 * -1.0);
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float Local76 = math::dot(Local70, float2(Local73,Local75));
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float Local77 = math::dot(Local70, float2(Local74,Local73));
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float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
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float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
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float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z));
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float3 Local81 = (1.0 - Local80);
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float3 EmissiveColor_mdl = Local28;
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float OpacityMask_mdl = 1.0;
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float3 BaseColor_mdl = Local41;
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float Metallic_mdl = Local54.x;
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float Specular_mdl = Local67.x;
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float Roughness_mdl = Local81.x;
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} in
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::OmniUe4Base(
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base_color: BaseColor_mdl,
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metallic: Metallic_mdl,
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roughness: Roughness_mdl,
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specular: Specular_mdl,
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normal: Normal_mdl,
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opacity: OpacityMask_mdl,
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emissive_color: EmissiveColor_mdl,
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displacement: WorldPositionOffset_mdl,
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two_sided: false);
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|
validation/IROS_C_V3_Aloha_seen/collect_three_glues/000/materials/OmniUe4Base.mdl
DELETED
|
@@ -1,224 +0,0 @@
|
|
| 1 |
-
/***************************************************************************************************
|
| 2 |
-
* Copyright 2020 NVIDIA Corporation. All rights reserved.
|
| 3 |
-
*
|
| 4 |
-
* Redistribution and use in source and binary forms, with or without
|
| 5 |
-
* modification, are permitted provided that the following conditions
|
| 6 |
-
* are met:
|
| 7 |
-
* * Redistributions of source code must retain the above copyright
|
| 8 |
-
* notice, this list of conditions and the following disclaimer.
|
| 9 |
-
* * Redistributions in binary form must reproduce the above copyright
|
| 10 |
-
* notice, this list of conditions and the following disclaimer in the
|
| 11 |
-
* documentation and/or other materials provided with the distribution.
|
| 12 |
-
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
| 13 |
-
* contributors may be used to endorse or promote products derived
|
| 14 |
-
* from this software without specific prior written permission.
|
| 15 |
-
*
|
| 16 |
-
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
| 17 |
-
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
| 18 |
-
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
| 19 |
-
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
| 20 |
-
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
| 21 |
-
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
| 22 |
-
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
| 23 |
-
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
| 24 |
-
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| 25 |
-
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| 26 |
-
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| 27 |
-
**************************************************************************************************/
|
| 28 |
-
|
| 29 |
-
//* 1.0.0 - first version
|
| 30 |
-
//* 1.0.1 - merge unlit template
|
| 31 |
-
//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side
|
| 32 |
-
//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed
|
| 33 |
-
//* 1.0.4 - using absolute import paths when importing standard modules
|
| 34 |
-
|
| 35 |
-
mdl 1.3;
|
| 36 |
-
|
| 37 |
-
import ::df::*;
|
| 38 |
-
import ::state::*;
|
| 39 |
-
import ::math::*;
|
| 40 |
-
import ::tex::*;
|
| 41 |
-
import ::anno::*;
|
| 42 |
-
|
| 43 |
-
float emissive_multiplier()
|
| 44 |
-
[[
|
| 45 |
-
anno::description("the multiplier to convert UE4 emissive to raw data"),
|
| 46 |
-
anno::noinline()
|
| 47 |
-
]]
|
| 48 |
-
{
|
| 49 |
-
return 20.0f * 128.0f;
|
| 50 |
-
}
|
| 51 |
-
|
| 52 |
-
float3 tangent_space_normal(
|
| 53 |
-
float3 normal = float3(0.0,0.0,1.0),
|
| 54 |
-
float3 tangent_u = state::texture_tangent_u(0),
|
| 55 |
-
float3 tangent_v = state::texture_tangent_v(0)
|
| 56 |
-
)
|
| 57 |
-
[[
|
| 58 |
-
anno::description("Interprets the vector in tangent space"),
|
| 59 |
-
anno::noinline()
|
| 60 |
-
]]
|
| 61 |
-
{
|
| 62 |
-
return math::normalize(
|
| 63 |
-
tangent_u * normal.x - /* flip_tangent_v */
|
| 64 |
-
tangent_v * normal.y +
|
| 65 |
-
state::normal() * (normal.z));
|
| 66 |
-
}
|
| 67 |
-
|
| 68 |
-
float3 world_space_normal(
|
| 69 |
-
float3 normal = float3(0.0,0.0,1.0),
|
| 70 |
-
float3 tangent_u = state::texture_tangent_u(0),
|
| 71 |
-
float3 tangent_v = state::texture_tangent_v(0)
|
| 72 |
-
)
|
| 73 |
-
[[
|
| 74 |
-
anno::description("Interprets the vector in world space"),
|
| 75 |
-
anno::noinline()
|
| 76 |
-
]]
|
| 77 |
-
{
|
| 78 |
-
return tangent_space_normal(
|
| 79 |
-
math::normalize(
|
| 80 |
-
normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
|
| 81 |
-
normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
|
| 82 |
-
normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
|
| 83 |
-
tangent_u,
|
| 84 |
-
tangent_v
|
| 85 |
-
);
|
| 86 |
-
}
|
| 87 |
-
|
| 88 |
-
export material OmniUe4Base(
|
| 89 |
-
float3 base_color = float3(0.0, 0.0, 0.0),
|
| 90 |
-
float metallic = 0.0,
|
| 91 |
-
float roughness = 0.5,
|
| 92 |
-
float specular = 0.5,
|
| 93 |
-
float3 normal = float3(0.0,0.0,1.0),
|
| 94 |
-
float clearcoat_weight = 0.0,
|
| 95 |
-
float clearcoat_roughness = 0.0,
|
| 96 |
-
float3 clearcoat_normal = float3(0.0,0.0,1.0),
|
| 97 |
-
uniform bool enable_opacity = true,
|
| 98 |
-
float opacity = 1.0,
|
| 99 |
-
float3 emissive_color = float3(0.0, 0.0, 0.0),
|
| 100 |
-
float3 displacement = float3(0.0),
|
| 101 |
-
uniform bool is_tangent_space_normal = true,
|
| 102 |
-
uniform bool two_sided = false,
|
| 103 |
-
uniform bool is_unlit = false
|
| 104 |
-
)
|
| 105 |
-
[[
|
| 106 |
-
anno::display_name("Omni UE4 Base"),
|
| 107 |
-
anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"),
|
| 108 |
-
anno::version( 1, 0, 0),
|
| 109 |
-
anno::author("NVIDIA CORPORATION"),
|
| 110 |
-
anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
|
| 111 |
-
]]
|
| 112 |
-
= let {
|
| 113 |
-
color final_base_color = math::saturate(base_color);
|
| 114 |
-
float final_metallic = math::saturate(metallic);
|
| 115 |
-
float final_roughness = math::saturate(roughness);
|
| 116 |
-
float final_specular = math::saturate(specular);
|
| 117 |
-
color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
|
| 118 |
-
float final_clearcoat_weight = math::saturate(clearcoat_weight);
|
| 119 |
-
float final_clearcoat_roughness = math::saturate(clearcoat_roughness);
|
| 120 |
-
float3 final_normal = math::normalize(normal);
|
| 121 |
-
float3 final_clearcoat_normal = math::normalize(clearcoat_normal);
|
| 122 |
-
|
| 123 |
-
// - compute final roughness by squaring the "roughness" parameter
|
| 124 |
-
float alpha = final_roughness * final_roughness;
|
| 125 |
-
// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
|
| 126 |
-
float grazing_refl = math::max((1.0 - final_roughness), 0.0);
|
| 127 |
-
|
| 128 |
-
float3 the_normal = is_unlit ? state::normal() :
|
| 129 |
-
(is_tangent_space_normal ?
|
| 130 |
-
tangent_space_normal(
|
| 131 |
-
normal: final_normal,
|
| 132 |
-
tangent_u: state::texture_tangent_u(0),
|
| 133 |
-
tangent_v: state::texture_tangent_v(0)
|
| 134 |
-
) : world_space_normal(
|
| 135 |
-
normal: final_normal,
|
| 136 |
-
tangent_u: state::texture_tangent_u(0),
|
| 137 |
-
tangent_v: state::texture_tangent_v(0)
|
| 138 |
-
));
|
| 139 |
-
|
| 140 |
-
// for the dielectric component we layer the glossy component on top of the diffuse one,
|
| 141 |
-
// the glossy layer has no color tint
|
| 142 |
-
|
| 143 |
-
bsdf dielectric_component = df::custom_curve_layer(
|
| 144 |
-
weight: final_specular,
|
| 145 |
-
normal_reflectivity: 0.08,
|
| 146 |
-
grazing_reflectivity: grazing_refl,
|
| 147 |
-
layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
|
| 148 |
-
base: df::diffuse_reflection_bsdf(tint: final_base_color),
|
| 149 |
-
normal: the_normal);
|
| 150 |
-
|
| 151 |
-
// the metallic component doesn't have a diffuse component, it's only glossy
|
| 152 |
-
// base_color is applied to tint it
|
| 153 |
-
bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
|
| 154 |
-
|
| 155 |
-
// final BSDF is a linear blend between dielectric and metallic component
|
| 156 |
-
bsdf dielectric_metal_mix =
|
| 157 |
-
df::normalized_mix(
|
| 158 |
-
components:
|
| 159 |
-
df::bsdf_component[](
|
| 160 |
-
df::bsdf_component(
|
| 161 |
-
component: metallic_component,
|
| 162 |
-
weight: final_metallic),
|
| 163 |
-
df::bsdf_component(
|
| 164 |
-
component: dielectric_component,
|
| 165 |
-
weight: 1.0-final_metallic)
|
| 166 |
-
)
|
| 167 |
-
);
|
| 168 |
-
|
| 169 |
-
// clearcoat layer
|
| 170 |
-
float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0);
|
| 171 |
-
float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness;
|
| 172 |
-
|
| 173 |
-
float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal(
|
| 174 |
-
normal: final_clearcoat_normal,
|
| 175 |
-
tangent_u: state::texture_tangent_u(0),
|
| 176 |
-
tangent_v: state::texture_tangent_v(0)
|
| 177 |
-
) : world_space_normal(
|
| 178 |
-
normal: final_clearcoat_normal,
|
| 179 |
-
tangent_u: state::texture_tangent_u(0),
|
| 180 |
-
tangent_v: state::texture_tangent_v(0)
|
| 181 |
-
);
|
| 182 |
-
|
| 183 |
-
|
| 184 |
-
bsdf clearcoat =
|
| 185 |
-
df::custom_curve_layer(
|
| 186 |
-
base: df::weighted_layer(
|
| 187 |
-
layer: dielectric_metal_mix,
|
| 188 |
-
weight: 1.0,
|
| 189 |
-
normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal
|
| 190 |
-
),
|
| 191 |
-
layer: df::microfacet_ggx_smith_bsdf(
|
| 192 |
-
roughness_u: clearcoat_alpha,
|
| 193 |
-
tint: color(1.0)
|
| 194 |
-
),
|
| 195 |
-
normal_reflectivity: 0.04,
|
| 196 |
-
grazing_reflectivity: clearcoat_grazing_refl,
|
| 197 |
-
normal: the_clearcoat_normal,
|
| 198 |
-
weight: final_clearcoat_weight
|
| 199 |
-
);
|
| 200 |
-
bsdf surface = is_unlit ? bsdf() : clearcoat;
|
| 201 |
-
}
|
| 202 |
-
in material(
|
| 203 |
-
thin_walled: two_sided, // Graphene?
|
| 204 |
-
surface: material_surface(
|
| 205 |
-
scattering: surface,
|
| 206 |
-
emission:
|
| 207 |
-
material_emission (
|
| 208 |
-
emission: df::diffuse_edf (),
|
| 209 |
-
intensity: final_emissive_color
|
| 210 |
-
)
|
| 211 |
-
),
|
| 212 |
-
backface: material_surface(
|
| 213 |
-
emission:
|
| 214 |
-
material_emission (
|
| 215 |
-
emission: df::diffuse_edf (),
|
| 216 |
-
intensity: final_emissive_color
|
| 217 |
-
)
|
| 218 |
-
),
|
| 219 |
-
geometry: material_geometry(
|
| 220 |
-
displacement: displacement,
|
| 221 |
-
normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(),
|
| 222 |
-
cutout_opacity: enable_opacity ? opacity : 1.0
|
| 223 |
-
)
|
| 224 |
-
);
|
|
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validation/IROS_C_V3_Aloha_seen/collect_three_glues/000/materials/OmniUe4Function.mdl
DELETED
|
@@ -1,1413 +0,0 @@
|
|
| 1 |
-
/***************************************************************************************************
|
| 2 |
-
* Copyright 2020 NVIDIA Corporation. All rights reserved.
|
| 3 |
-
*
|
| 4 |
-
* Redistribution and use in source and binary forms, with or without
|
| 5 |
-
* modification, are permitted provided that the following conditions
|
| 6 |
-
* are met:
|
| 7 |
-
* * Redistributions of source code must retain the above copyright
|
| 8 |
-
* notice, this list of conditions and the following disclaimer.
|
| 9 |
-
* * Redistributions in binary form must reproduce the above copyright
|
| 10 |
-
* notice, this list of conditions and the following disclaimer in the
|
| 11 |
-
* documentation and/or other materials provided with the distribution.
|
| 12 |
-
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
| 13 |
-
* contributors may be used to endorse or promote products derived
|
| 14 |
-
* from this software without specific prior written permission.
|
| 15 |
-
*
|
| 16 |
-
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
| 17 |
-
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
| 18 |
-
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
| 19 |
-
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
| 20 |
-
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
| 21 |
-
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
| 22 |
-
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
| 23 |
-
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
| 24 |
-
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| 25 |
-
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| 26 |
-
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| 27 |
-
**************************************************************************************************/
|
| 28 |
-
|
| 29 |
-
//* 1.0.1 - using absolute import paths when importing standard modules
|
| 30 |
-
|
| 31 |
-
mdl 1.6;
|
| 32 |
-
|
| 33 |
-
import ::df::*;
|
| 34 |
-
import ::state::*;
|
| 35 |
-
import ::math::*;
|
| 36 |
-
import ::tex::*;
|
| 37 |
-
import ::anno::*;
|
| 38 |
-
|
| 39 |
-
|
| 40 |
-
export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true)
|
| 41 |
-
[[
|
| 42 |
-
anno::description("convert from RH to LH"),
|
| 43 |
-
anno::noinline()
|
| 44 |
-
]]
|
| 45 |
-
{
|
| 46 |
-
float4x4 ZupConversion = float4x4(
|
| 47 |
-
1.0f, 0.0f, 0.0f, 0.0f,
|
| 48 |
-
0.0f, -1.0f, 0.0f, 0.0f,
|
| 49 |
-
0.0f, 0.0f, 1.0f, 0.0f,
|
| 50 |
-
0.0f, 0.0f, 0.0f, 1.0f
|
| 51 |
-
);
|
| 52 |
-
|
| 53 |
-
float4x4 YupConversion = float4x4(
|
| 54 |
-
1.0f, 0.0f, 0.0f, 0.0f,
|
| 55 |
-
0.0f, 0.0f, 1.0f, 0.0f,
|
| 56 |
-
0.0f, 1.0f, 0.0f, 0.0f,
|
| 57 |
-
0.0f, 0.0f, 0.0f, 1.0f
|
| 58 |
-
);
|
| 59 |
-
|
| 60 |
-
float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f);
|
| 61 |
-
|
| 62 |
-
vec4 = vec4 * (up_z ? ZupConversion : YupConversion);
|
| 63 |
-
|
| 64 |
-
return float3(vec4.x, vec4.y, vec4.z);
|
| 65 |
-
}
|
| 66 |
-
|
| 67 |
-
export float3 transform_vector_from_tangent_to_world(float3 vector,
|
| 68 |
-
uniform bool up_z = true,
|
| 69 |
-
float3 tangent_u = state::texture_tangent_u(0),
|
| 70 |
-
float3 tangent_v = state::texture_tangent_v(0))
|
| 71 |
-
[[
|
| 72 |
-
anno::description("Transform vector from tangent space to world space"),
|
| 73 |
-
anno::noinline()
|
| 74 |
-
]]
|
| 75 |
-
{
|
| 76 |
-
/* flip_tangent_v */
|
| 77 |
-
return convert_to_left_hand(
|
| 78 |
-
tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z,
|
| 79 |
-
up_z, false);
|
| 80 |
-
}
|
| 81 |
-
|
| 82 |
-
export float3 transform_vector_from_world_to_tangent(float3 vector,
|
| 83 |
-
uniform bool up_z = true,
|
| 84 |
-
float3 tangent_u = state::texture_tangent_u(0),
|
| 85 |
-
float3 tangent_v = state::texture_tangent_v(0))
|
| 86 |
-
[[
|
| 87 |
-
anno::description("Transform vector from world space to tangent space"),
|
| 88 |
-
anno::noinline()
|
| 89 |
-
]]
|
| 90 |
-
{
|
| 91 |
-
float3 vecRH = convert_to_left_hand(vector, up_z, false);
|
| 92 |
-
/* flip_tangent_v */
|
| 93 |
-
return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) +
|
| 94 |
-
vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) +
|
| 95 |
-
vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z);
|
| 96 |
-
}
|
| 97 |
-
|
| 98 |
-
export float4 unpack_normal_map(
|
| 99 |
-
float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
|
| 100 |
-
)
|
| 101 |
-
[[
|
| 102 |
-
anno::description("Unpack a normal stored in a normal map"),
|
| 103 |
-
anno::noinline()
|
| 104 |
-
]]
|
| 105 |
-
{
|
| 106 |
-
float2 normal_xy = float2(texture_sample.x, texture_sample.y);
|
| 107 |
-
|
| 108 |
-
normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
|
| 109 |
-
float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
|
| 110 |
-
return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
|
| 111 |
-
}
|
| 112 |
-
|
| 113 |
-
// for get color value from normal.
|
| 114 |
-
export float4 pack_normal_map(
|
| 115 |
-
float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
|
| 116 |
-
)
|
| 117 |
-
[[
|
| 118 |
-
anno::description("Pack to color from a normal")
|
| 119 |
-
]]
|
| 120 |
-
{
|
| 121 |
-
float2 return_xy = float2(texture_sample.x, texture_sample.y);
|
| 122 |
-
|
| 123 |
-
return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
|
| 124 |
-
|
| 125 |
-
return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
|
| 126 |
-
}
|
| 127 |
-
|
| 128 |
-
export float4 greyscale_texture_lookup(
|
| 129 |
-
float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
|
| 130 |
-
)
|
| 131 |
-
[[
|
| 132 |
-
anno::description("Sampling a greyscale texture"),
|
| 133 |
-
anno::noinline()
|
| 134 |
-
]]
|
| 135 |
-
{
|
| 136 |
-
return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
|
| 137 |
-
}
|
| 138 |
-
|
| 139 |
-
export float3 pixel_normal_world_space(uniform bool up_z = true)
|
| 140 |
-
[[
|
| 141 |
-
anno::description("Pixel normal in world space"),
|
| 142 |
-
anno::noinline()
|
| 143 |
-
]]
|
| 144 |
-
{
|
| 145 |
-
return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
| 146 |
-
}
|
| 147 |
-
|
| 148 |
-
export float3 vertex_normal_world_space(uniform bool up_z = true)
|
| 149 |
-
[[
|
| 150 |
-
anno::description("Vertex normal in world space"),
|
| 151 |
-
anno::noinline()
|
| 152 |
-
]]
|
| 153 |
-
{
|
| 154 |
-
return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
| 155 |
-
}
|
| 156 |
-
|
| 157 |
-
export float3 landscape_normal_world_space(uniform bool up_z = true)
|
| 158 |
-
[[
|
| 159 |
-
anno::description("Landscape normal in world space")
|
| 160 |
-
]]
|
| 161 |
-
{
|
| 162 |
-
float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
|
| 163 |
-
|
| 164 |
-
float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
|
| 165 |
-
return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
|
| 166 |
-
}
|
| 167 |
-
|
| 168 |
-
// Different implementation specific between mdl and hlsl for smoothstep
|
| 169 |
-
export float smoothstep(float a, float b, float l)
|
| 170 |
-
{
|
| 171 |
-
if (a < b)
|
| 172 |
-
{
|
| 173 |
-
return math::smoothstep(a, b, l);
|
| 174 |
-
}
|
| 175 |
-
else if (a > b)
|
| 176 |
-
{
|
| 177 |
-
return 1.0 - math::smoothstep(b, a, l);
|
| 178 |
-
}
|
| 179 |
-
else
|
| 180 |
-
{
|
| 181 |
-
return l <= a ? 0.0 : 1.0;
|
| 182 |
-
}
|
| 183 |
-
}
|
| 184 |
-
|
| 185 |
-
export float2 smoothstep(float2 a, float2 b, float2 l)
|
| 186 |
-
{
|
| 187 |
-
return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
|
| 188 |
-
}
|
| 189 |
-
|
| 190 |
-
export float3 smoothstep(float3 a, float3 b, float3 l)
|
| 191 |
-
{
|
| 192 |
-
return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
|
| 193 |
-
}
|
| 194 |
-
|
| 195 |
-
export float4 smoothstep(float4 a, float4 b, float4 l)
|
| 196 |
-
{
|
| 197 |
-
return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w));
|
| 198 |
-
}
|
| 199 |
-
|
| 200 |
-
export float2 smoothstep(float2 a, float2 b, float l)
|
| 201 |
-
{
|
| 202 |
-
return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
|
| 203 |
-
}
|
| 204 |
-
|
| 205 |
-
export float3 smoothstep(float3 a, float3 b, float l)
|
| 206 |
-
{
|
| 207 |
-
return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
|
| 208 |
-
}
|
| 209 |
-
|
| 210 |
-
export float4 smoothstep(float4 a, float4 b, float l)
|
| 211 |
-
{
|
| 212 |
-
return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l));
|
| 213 |
-
}
|
| 214 |
-
|
| 215 |
-
export float2 smoothstep(float a, float b, float2 l)
|
| 216 |
-
{
|
| 217 |
-
return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y));
|
| 218 |
-
}
|
| 219 |
-
|
| 220 |
-
export float3 smoothstep(float a, float b, float3 l)
|
| 221 |
-
{
|
| 222 |
-
return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z));
|
| 223 |
-
}
|
| 224 |
-
|
| 225 |
-
export float4 smoothstep(float a, float b, float4 l)
|
| 226 |
-
{
|
| 227 |
-
return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w));
|
| 228 |
-
}
|
| 229 |
-
|
| 230 |
-
//------------------ Random from UE4 -----------------------
|
| 231 |
-
float length2(float3 v)
|
| 232 |
-
{
|
| 233 |
-
return math::dot(v, v);
|
| 234 |
-
}
|
| 235 |
-
|
| 236 |
-
float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
|
| 237 |
-
{
|
| 238 |
-
const float2 ZShear = float2(17.0f, 89.0f);
|
| 239 |
-
|
| 240 |
-
float2 OffsetA = v.z * ZShear;
|
| 241 |
-
float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
|
| 242 |
-
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 243 |
-
return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
|
| 244 |
-
}
|
| 245 |
-
|
| 246 |
-
float3 SkewSimplex(float3 In)
|
| 247 |
-
{
|
| 248 |
-
return In + math::dot(In, float3(1.0 / 3.0f) );
|
| 249 |
-
}
|
| 250 |
-
float3 UnSkewSimplex(float3 In)
|
| 251 |
-
{
|
| 252 |
-
return In - math::dot(In, float3(1.0 / 6.0f) );
|
| 253 |
-
}
|
| 254 |
-
|
| 255 |
-
// 3D random number generator inspired by PCGs (permuted congruential generator)
|
| 256 |
-
// Using a **simple** Feistel cipher in place of the usual xor shift permutation step
|
| 257 |
-
// @param v = 3D integer coordinate
|
| 258 |
-
// @return three elements w/ 16 random bits each (0-0xffff).
|
| 259 |
-
// ~8 ALU operations for result.x (7 mad, 1 >>)
|
| 260 |
-
// ~10 ALU operations for result.xy (8 mad, 2 >>)
|
| 261 |
-
// ~12 ALU operations for result.xyz (9 mad, 3 >>)
|
| 262 |
-
|
| 263 |
-
//TODO: uint3
|
| 264 |
-
int3 Rand3DPCG16(int3 p)
|
| 265 |
-
{
|
| 266 |
-
// taking a signed int then reinterpreting as unsigned gives good behavior for negatives
|
| 267 |
-
//TODO: uint3
|
| 268 |
-
int3 v = int3(p);
|
| 269 |
-
|
| 270 |
-
// Linear congruential step. These LCG constants are from Numerical Recipies
|
| 271 |
-
// For additional #'s, PCG would do multiple LCG steps and scramble each on output
|
| 272 |
-
// So v here is the RNG state
|
| 273 |
-
v = v * 1664525 + 1013904223;
|
| 274 |
-
|
| 275 |
-
// PCG uses xorshift for the final shuffle, but it is expensive (and cheap
|
| 276 |
-
// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
|
| 277 |
-
//
|
| 278 |
-
// Feistel ciphers divide the state into separate parts (usually by bits)
|
| 279 |
-
// then apply a series of permutation steps one part at a time. The permutations
|
| 280 |
-
// use a reversible operation (usually ^) to part being updated with the result of
|
| 281 |
-
// a permutation function on the other parts and the key.
|
| 282 |
-
//
|
| 283 |
-
// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
|
| 284 |
-
// the combination function, and just multiplying the other two parts (no key) for
|
| 285 |
-
// the permutation function.
|
| 286 |
-
//
|
| 287 |
-
// That gives a simple mad per round.
|
| 288 |
-
v.x += v.y*v.z;
|
| 289 |
-
v.y += v.z*v.x;
|
| 290 |
-
v.z += v.x*v.y;
|
| 291 |
-
v.x += v.y*v.z;
|
| 292 |
-
v.y += v.z*v.x;
|
| 293 |
-
v.z += v.x*v.y;
|
| 294 |
-
|
| 295 |
-
// only top 16 bits are well shuffled
|
| 296 |
-
return v >> 16;
|
| 297 |
-
}
|
| 298 |
-
|
| 299 |
-
// Wraps noise for tiling texture creation
|
| 300 |
-
// @param v = unwrapped texture parameter
|
| 301 |
-
// @param bTiling = true to tile, false to not tile
|
| 302 |
-
// @param RepeatSize = number of units before repeating
|
| 303 |
-
// @return either original or wrapped coord
|
| 304 |
-
float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize)
|
| 305 |
-
{
|
| 306 |
-
return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
|
| 307 |
-
}
|
| 308 |
-
|
| 309 |
-
// Evaluate polynomial to get smooth transitions for Perlin noise
|
| 310 |
-
// only needed by Perlin functions in this file
|
| 311 |
-
// scalar(per component): 2 add, 5 mul
|
| 312 |
-
float4 PerlinRamp(float4 t)
|
| 313 |
-
{
|
| 314 |
-
return t * t * t * (t * (t * 6 - 15) + 10);
|
| 315 |
-
}
|
| 316 |
-
|
| 317 |
-
// Blum-Blum-Shub-inspired pseudo random number generator
|
| 318 |
-
// http://www.umbc.edu/~olano/papers/mNoise.pdf
|
| 319 |
-
// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
|
| 320 |
-
// instead, we use a single prime M just small enough not to overflow
|
| 321 |
-
// note that the above paper used 61, which fits in a half, but is unusably bad
|
| 322 |
-
// @param Integer valued floating point seed
|
| 323 |
-
// @return random number in range [0,1)
|
| 324 |
-
// ~8 ALU operations (5 *, 3 frac)
|
| 325 |
-
float RandBBSfloat(float seed)
|
| 326 |
-
{
|
| 327 |
-
float BBS_PRIME24 = 4093.0;
|
| 328 |
-
float s = math::frac(seed / BBS_PRIME24);
|
| 329 |
-
s = math::frac(s * s * BBS_PRIME24);
|
| 330 |
-
s = math::frac(s * s * BBS_PRIME24);
|
| 331 |
-
return s;
|
| 332 |
-
}
|
| 333 |
-
|
| 334 |
-
// Modified noise gradient term
|
| 335 |
-
// @param seed - random seed for integer lattice position
|
| 336 |
-
// @param offset - [-1,1] offset of evaluation point from lattice point
|
| 337 |
-
// @return gradient direction (xyz) and contribution (w) from this lattice point
|
| 338 |
-
float4 MGradient(int seed, float3 offset)
|
| 339 |
-
{
|
| 340 |
-
//TODO uint
|
| 341 |
-
int rand = Rand3DPCG16(int3(seed,0,0)).x;
|
| 342 |
-
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
|
| 343 |
-
float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
|
| 344 |
-
float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
|
| 345 |
-
return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
|
| 346 |
-
}
|
| 347 |
-
|
| 348 |
-
// compute Perlin and related noise corner seed values
|
| 349 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 350 |
-
// @param bTiling = true to return seed values for a repeating noise pattern
|
| 351 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
| 352 |
-
// @param seed000-seed111 = hash function seeds for the eight corners
|
| 353 |
-
// @return fractional part of v
|
| 354 |
-
struct SeedValue
|
| 355 |
-
{
|
| 356 |
-
float3 fv = float3(0);
|
| 357 |
-
float seed000 = 0;
|
| 358 |
-
float seed001 = 0;
|
| 359 |
-
float seed010 = 0;
|
| 360 |
-
float seed011 = 0;
|
| 361 |
-
float seed100 = 0;
|
| 362 |
-
float seed101 = 0;
|
| 363 |
-
float seed110 = 0;
|
| 364 |
-
float seed111 = 0;
|
| 365 |
-
};
|
| 366 |
-
|
| 367 |
-
SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
|
| 368 |
-
{
|
| 369 |
-
SeedValue seeds;
|
| 370 |
-
seeds.fv = math::frac(v);
|
| 371 |
-
float3 iv = math::floor(v);
|
| 372 |
-
|
| 373 |
-
const float3 primes = float3(19, 47, 101);
|
| 374 |
-
|
| 375 |
-
if (bTiling)
|
| 376 |
-
{ // can't algebraically combine with primes
|
| 377 |
-
seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
|
| 378 |
-
seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
|
| 379 |
-
seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
|
| 380 |
-
seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
|
| 381 |
-
seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
|
| 382 |
-
seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
|
| 383 |
-
seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
|
| 384 |
-
seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
|
| 385 |
-
}
|
| 386 |
-
else
|
| 387 |
-
{ // get to combine offsets with multiplication by primes in this case
|
| 388 |
-
seeds.seed000 = math::dot(iv, primes);
|
| 389 |
-
seeds.seed100 = seeds.seed000 + primes.x;
|
| 390 |
-
seeds.seed010 = seeds.seed000 + primes.y;
|
| 391 |
-
seeds.seed110 = seeds.seed100 + primes.y;
|
| 392 |
-
seeds.seed001 = seeds.seed000 + primes.z;
|
| 393 |
-
seeds.seed101 = seeds.seed100 + primes.z;
|
| 394 |
-
seeds.seed011 = seeds.seed010 + primes.z;
|
| 395 |
-
seeds.seed111 = seeds.seed110 + primes.z;
|
| 396 |
-
}
|
| 397 |
-
|
| 398 |
-
return seeds;
|
| 399 |
-
}
|
| 400 |
-
|
| 401 |
-
struct SimplexWeights
|
| 402 |
-
{
|
| 403 |
-
float4 Result = float4(0);
|
| 404 |
-
float3 PosA = float3(0);
|
| 405 |
-
float3 PosB = float3(0);
|
| 406 |
-
float3 PosC = float3(0);
|
| 407 |
-
float3 PosD = float3(0);
|
| 408 |
-
};
|
| 409 |
-
|
| 410 |
-
// Computed weights and sample positions for simplex interpolation
|
| 411 |
-
// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
|
| 412 |
-
SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
|
| 413 |
-
{
|
| 414 |
-
SimplexWeights weights;
|
| 415 |
-
float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
|
| 416 |
-
|
| 417 |
-
weights.PosA = OrthogonalPosFloor;
|
| 418 |
-
weights.PosB = weights.PosA + float3(1, 1, 1);
|
| 419 |
-
|
| 420 |
-
OrthogonalPos -= OrthogonalPosFloor;
|
| 421 |
-
|
| 422 |
-
float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
|
| 423 |
-
float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
|
| 424 |
-
|
| 425 |
-
weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
|
| 426 |
-
weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
|
| 427 |
-
|
| 428 |
-
float RG = OrthogonalPos.x - OrthogonalPos.y;
|
| 429 |
-
float RB = OrthogonalPos.x - OrthogonalPos.z;
|
| 430 |
-
float GB = OrthogonalPos.y - OrthogonalPos.z;
|
| 431 |
-
|
| 432 |
-
weights.Result.z =
|
| 433 |
-
math::min(math::max(0, RG), math::max(0, RB)) // X
|
| 434 |
-
+ math::min(math::max(0, -RG), math::max(0, GB)) // Y
|
| 435 |
-
+ math::min(math::max(0, -RB), math::max(0, -GB)); // Z
|
| 436 |
-
|
| 437 |
-
weights.Result.w =
|
| 438 |
-
math::min(math::max(0, -RG), math::max(0, -RB)) // X
|
| 439 |
-
+ math::min(math::max(0, RG), math::max(0, -GB)) // Y
|
| 440 |
-
+ math::min(math::max(0, RB), math::max(0, GB)); // Z
|
| 441 |
-
|
| 442 |
-
weights.Result.y = Smallest;
|
| 443 |
-
weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
|
| 444 |
-
|
| 445 |
-
return weights;
|
| 446 |
-
}
|
| 447 |
-
|
| 448 |
-
// filtered 3D gradient simple noise (few texture lookups, high quality)
|
| 449 |
-
// @param v >0
|
| 450 |
-
// @return random number in the range -1 .. 1
|
| 451 |
-
float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
|
| 452 |
-
{
|
| 453 |
-
float3 OrthogonalPos = SkewSimplex(EvalPos);
|
| 454 |
-
|
| 455 |
-
SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
|
| 456 |
-
|
| 457 |
-
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
|
| 458 |
-
float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
|
| 459 |
-
float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
|
| 460 |
-
float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
|
| 461 |
-
float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
|
| 462 |
-
|
| 463 |
-
Weights.PosA = UnSkewSimplex(Weights.PosA);
|
| 464 |
-
Weights.PosB = UnSkewSimplex(Weights.PosB);
|
| 465 |
-
Weights.PosC = UnSkewSimplex(Weights.PosC);
|
| 466 |
-
Weights.PosD = UnSkewSimplex(Weights.PosD);
|
| 467 |
-
|
| 468 |
-
float DistanceWeight;
|
| 469 |
-
|
| 470 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 471 |
-
float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
|
| 472 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 473 |
-
float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
|
| 474 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 475 |
-
float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
|
| 476 |
-
DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
|
| 477 |
-
float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
|
| 478 |
-
|
| 479 |
-
return 32 * (a + b + c + d);
|
| 480 |
-
}
|
| 481 |
-
|
| 482 |
-
// filtered 3D noise, can be optimized
|
| 483 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 484 |
-
// @param bTiling = repeat noise pattern
|
| 485 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
| 486 |
-
// @return random number in the range -1 .. 1
|
| 487 |
-
float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
|
| 488 |
-
{
|
| 489 |
-
bTiling = true;
|
| 490 |
-
float3 fv = math::frac(v);
|
| 491 |
-
float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
|
| 492 |
-
float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
|
| 493 |
-
|
| 494 |
-
const int2 ZShear = int2(17, 89);
|
| 495 |
-
|
| 496 |
-
float2 OffsetA = iv0.z * ZShear;
|
| 497 |
-
float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset
|
| 498 |
-
if (bTiling) // tiling, have to compute from wrapped coordinates
|
| 499 |
-
{
|
| 500 |
-
OffsetB = iv1.z * ZShear;
|
| 501 |
-
}
|
| 502 |
-
|
| 503 |
-
// Texture size scale factor
|
| 504 |
-
float ts = 1 / 128.0f;
|
| 505 |
-
|
| 506 |
-
// texture coordinates for iv0.xy, as offset for both z slices
|
| 507 |
-
float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
|
| 508 |
-
float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
|
| 509 |
-
|
| 510 |
-
// texture coordinates for iv1.xy, as offset for both z slices
|
| 511 |
-
float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates
|
| 512 |
-
float2 TexB1 = TexB0 + ts;
|
| 513 |
-
if (bTiling) // for tiling, need to compute from wrapped coordinates
|
| 514 |
-
{
|
| 515 |
-
TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
|
| 516 |
-
TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
|
| 517 |
-
}
|
| 518 |
-
|
| 519 |
-
|
| 520 |
-
// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
|
| 521 |
-
float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 522 |
-
float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 523 |
-
float3 A = PerlinNoiseColor * 2 - 1;
|
| 524 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 525 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 526 |
-
float3 B = PerlinNoiseColor * 2 - 1;
|
| 527 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 528 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 529 |
-
float3 C = PerlinNoiseColor * 2 - 1;
|
| 530 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 531 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 532 |
-
float3 D = PerlinNoiseColor * 2 - 1;
|
| 533 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 534 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 535 |
-
float3 E = PerlinNoiseColor * 2 - 1;
|
| 536 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 537 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 538 |
-
float3 F = PerlinNoiseColor * 2 - 1;
|
| 539 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 540 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 541 |
-
float3 G = PerlinNoiseColor * 2 - 1;
|
| 542 |
-
PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
|
| 543 |
-
PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
|
| 544 |
-
float3 H = PerlinNoiseColor * 2 - 1;
|
| 545 |
-
|
| 546 |
-
float a = math::dot(A, fv - float3(0, 0, 0));
|
| 547 |
-
float b = math::dot(B, fv - float3(1, 0, 0));
|
| 548 |
-
float c = math::dot(C, fv - float3(0, 1, 0));
|
| 549 |
-
float d = math::dot(D, fv - float3(1, 1, 0));
|
| 550 |
-
float e = math::dot(E, fv - float3(0, 0, 1));
|
| 551 |
-
float f = math::dot(F, fv - float3(1, 0, 1));
|
| 552 |
-
float g = math::dot(G, fv - float3(0, 1, 1));
|
| 553 |
-
float h = math::dot(H, fv - float3(1, 1, 1));
|
| 554 |
-
|
| 555 |
-
float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
|
| 556 |
-
|
| 557 |
-
float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
|
| 558 |
-
float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
|
| 559 |
-
|
| 560 |
-
return math::lerp(i, j, Weights.z);
|
| 561 |
-
}
|
| 562 |
-
|
| 563 |
-
// @return random number in the range -1 .. 1
|
| 564 |
-
// scalar: 6 frac, 31 mul/mad, 15 add,
|
| 565 |
-
float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
|
| 566 |
-
{
|
| 567 |
-
// needs to be the same value when creating the PerlinNoise3D texture
|
| 568 |
-
float Extent = 16;
|
| 569 |
-
|
| 570 |
-
// last texel replicated and needed for filtering
|
| 571 |
-
// scalar: 3 frac, 6 mul
|
| 572 |
-
xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
|
| 573 |
-
|
| 574 |
-
// scalar: 3 frac
|
| 575 |
-
float3 uvw = math::frac(xyz);
|
| 576 |
-
// = floor(xyz);
|
| 577 |
-
// scalar: 3 add
|
| 578 |
-
float3 p0 = xyz - uvw;
|
| 579 |
-
// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping)
|
| 580 |
-
// scalar: 2*3 add 5*3 mul
|
| 581 |
-
float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
|
| 582 |
-
float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping
|
| 583 |
-
// scalar: 3 add
|
| 584 |
-
float3 p = p0 + f;
|
| 585 |
-
// scalar: 3 mad
|
| 586 |
-
// TODO: need reverse???
|
| 587 |
-
float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset
|
| 588 |
-
|
| 589 |
-
// reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
|
| 590 |
-
// scalar: 4 mad, 3 mul, 3 add
|
| 591 |
-
float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
|
| 592 |
-
float d = NoiseSample.w * 255.f - 127;
|
| 593 |
-
return math::dot(xyz, n) - d;
|
| 594 |
-
}
|
| 595 |
-
|
| 596 |
-
// Perlin-style "Modified Noise"
|
| 597 |
-
// http://www.umbc.edu/~olano/papers/index.html#mNoise
|
| 598 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 599 |
-
// @param bTiling = repeat noise pattern
|
| 600 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
| 601 |
-
// @return random number in the range -1 .. 1
|
| 602 |
-
float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
|
| 603 |
-
{
|
| 604 |
-
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
|
| 605 |
-
|
| 606 |
-
float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
|
| 607 |
-
float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
|
| 608 |
-
float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
|
| 609 |
-
float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
|
| 610 |
-
float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
|
| 611 |
-
float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
|
| 612 |
-
float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
|
| 613 |
-
float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
|
| 614 |
-
|
| 615 |
-
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
|
| 616 |
-
|
| 617 |
-
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
|
| 618 |
-
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
|
| 619 |
-
return math::lerp(i, j, Weights.z);
|
| 620 |
-
}
|
| 621 |
-
|
| 622 |
-
// 3D value noise - used to be incorrectly called Perlin noise
|
| 623 |
-
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
|
| 624 |
-
// @param bTiling = repeat noise pattern
|
| 625 |
-
// @param RepeatSize = integer units before tiling in each dimension
|
| 626 |
-
// @return random number in the range -1 .. 1
|
| 627 |
-
float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
|
| 628 |
-
{
|
| 629 |
-
SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
|
| 630 |
-
|
| 631 |
-
float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
|
| 632 |
-
float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
|
| 633 |
-
float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
|
| 634 |
-
float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
|
| 635 |
-
float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
|
| 636 |
-
float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
|
| 637 |
-
float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
|
| 638 |
-
float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
|
| 639 |
-
|
| 640 |
-
float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
|
| 641 |
-
|
| 642 |
-
float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
|
| 643 |
-
float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
|
| 644 |
-
return math::lerp(i, j, Weights.z);
|
| 645 |
-
}
|
| 646 |
-
|
| 647 |
-
// 3D jitter offset within a voronoi noise cell
|
| 648 |
-
// @param pos - integer lattice corner
|
| 649 |
-
// @return random offsets vector
|
| 650 |
-
float3 VoronoiCornerSample(float3 pos, int Quality)
|
| 651 |
-
{
|
| 652 |
-
// random values in [-0.5, 0.5]
|
| 653 |
-
float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
|
| 654 |
-
|
| 655 |
-
// quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
|
| 656 |
-
// scale factor to guarantee jittered points will be found within a 2x2x2 search
|
| 657 |
-
if (Quality <= 2)
|
| 658 |
-
{
|
| 659 |
-
return math::normalize(noise) * 0.2588;
|
| 660 |
-
}
|
| 661 |
-
|
| 662 |
-
// quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
|
| 663 |
-
// scale factor to guarantee jittered points will be found within a 3x3x3 search
|
| 664 |
-
if (Quality == 3)
|
| 665 |
-
{
|
| 666 |
-
return math::normalize(noise) * 0.3090;
|
| 667 |
-
}
|
| 668 |
-
|
| 669 |
-
// quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
|
| 670 |
-
return noise;
|
| 671 |
-
}
|
| 672 |
-
|
| 673 |
-
// compare previous best with a new candidate
|
| 674 |
-
// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
|
| 675 |
-
// @param minval = location and distance of best candidate seed point before the new one
|
| 676 |
-
// @param candidate = candidate seed point
|
| 677 |
-
// @param offset = 3D offset to new candidate seed point
|
| 678 |
-
// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
|
| 679 |
-
// @return position (if bDistanceOnly is false) and distance to closest seed point so far
|
| 680 |
-
float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
|
| 681 |
-
{
|
| 682 |
-
if (bDistanceOnly)
|
| 683 |
-
{
|
| 684 |
-
return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
|
| 685 |
-
}
|
| 686 |
-
else
|
| 687 |
-
{
|
| 688 |
-
float newdist = math::dot(offset, offset);
|
| 689 |
-
return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
|
| 690 |
-
}
|
| 691 |
-
}
|
| 692 |
-
|
| 693 |
-
// 220 instruction Worley noise
|
| 694 |
-
float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
|
| 695 |
-
{
|
| 696 |
-
float3 fv = math::frac(v), fv2 = math::frac(v + 0.5);
|
| 697 |
-
float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
|
| 698 |
-
|
| 699 |
-
// with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
|
| 700 |
-
float4 mindist = float4(0,0,0,100);
|
| 701 |
-
float3 p, offset;
|
| 702 |
-
|
| 703 |
-
// quality level 3: do a 3x3x3 search
|
| 704 |
-
if (Quality == 3)
|
| 705 |
-
{
|
| 706 |
-
int offset_x;
|
| 707 |
-
int offset_y;
|
| 708 |
-
int offset_z;
|
| 709 |
-
for (offset_x = -1; offset_x <= 1; ++offset_x)
|
| 710 |
-
{
|
| 711 |
-
for (offset_y = -1; offset_y <= 1; ++offset_y)
|
| 712 |
-
{
|
| 713 |
-
for (offset_z = -1; offset_z <= 1; ++offset_z)
|
| 714 |
-
{
|
| 715 |
-
offset = float3(offset_x, offset_y, offset_z);
|
| 716 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
|
| 717 |
-
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
|
| 718 |
-
}
|
| 719 |
-
}
|
| 720 |
-
}
|
| 721 |
-
}
|
| 722 |
-
|
| 723 |
-
// everybody else searches a base 2x2x2 neighborhood
|
| 724 |
-
else
|
| 725 |
-
{
|
| 726 |
-
int offset_x;
|
| 727 |
-
int offset_y;
|
| 728 |
-
int offset_z;
|
| 729 |
-
for (offset_x = 0; offset_x <= 1; ++offset_x)
|
| 730 |
-
{
|
| 731 |
-
for (offset_y = 0; offset_y <= 1; ++offset_y)
|
| 732 |
-
{
|
| 733 |
-
for (offset_z = 0; offset_z <= 1; ++offset_z)
|
| 734 |
-
{
|
| 735 |
-
offset = float3(offset_x, offset_y, offset_z);
|
| 736 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
|
| 737 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 738 |
-
|
| 739 |
-
// quality level 2, do extra set of points, offset by half a cell
|
| 740 |
-
if (Quality == 2)
|
| 741 |
-
{
|
| 742 |
-
// 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
|
| 743 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
|
| 744 |
-
mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
|
| 745 |
-
}
|
| 746 |
-
}
|
| 747 |
-
}
|
| 748 |
-
}
|
| 749 |
-
}
|
| 750 |
-
|
| 751 |
-
// quality level 4: add extra sets of four cells in each direction
|
| 752 |
-
if (Quality >= 4)
|
| 753 |
-
{
|
| 754 |
-
int offset_x;
|
| 755 |
-
int offset_y;
|
| 756 |
-
int offset_z;
|
| 757 |
-
for (offset_x = -1; offset_x <= 2; offset_x += 3)
|
| 758 |
-
{
|
| 759 |
-
for (offset_y = 0; offset_y <= 1; ++offset_y)
|
| 760 |
-
{
|
| 761 |
-
for (offset_z = 0; offset_z <= 1; ++offset_z)
|
| 762 |
-
{
|
| 763 |
-
offset = float3(offset_x, offset_y, offset_z);
|
| 764 |
-
// along x axis
|
| 765 |
-
p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
|
| 766 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 767 |
-
|
| 768 |
-
// along y axis
|
| 769 |
-
p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
|
| 770 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 771 |
-
|
| 772 |
-
// along z axis
|
| 773 |
-
p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
|
| 774 |
-
mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
|
| 775 |
-
}
|
| 776 |
-
}
|
| 777 |
-
}
|
| 778 |
-
}
|
| 779 |
-
|
| 780 |
-
// transform squared distance to real distance
|
| 781 |
-
return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
|
| 782 |
-
}
|
| 783 |
-
|
| 784 |
-
// Coordinates for corners of a Simplex tetrahedron
|
| 785 |
-
// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
|
| 786 |
-
// @param v = 3D noise argument
|
| 787 |
-
// @return 4 corner locations
|
| 788 |
-
float4x3 SimplexCorners(float3 v)
|
| 789 |
-
{
|
| 790 |
-
// find base corner by skewing to tetrahedral space and back
|
| 791 |
-
float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
|
| 792 |
-
float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
|
| 793 |
-
float3 f = v - base;
|
| 794 |
-
|
| 795 |
-
// Find offsets to other corners (McEwan did this in tetrahedral space,
|
| 796 |
-
// but since skew is along x=y=z axis, this works in Euclidean space too.)
|
| 797 |
-
float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);
|
| 798 |
-
float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
|
| 799 |
-
|
| 800 |
-
// four corners
|
| 801 |
-
return float4x3(base, base + a1, base + a2, base + 0.5);
|
| 802 |
-
}
|
| 803 |
-
|
| 804 |
-
// Improved smoothing function for simplex noise
|
| 805 |
-
// @param f = fractional distance to four tetrahedral corners
|
| 806 |
-
// @return weight for each corner
|
| 807 |
-
float4 SimplexSmooth(float4x3 f)
|
| 808 |
-
{
|
| 809 |
-
const float scale = 1024. / 375.; // scale factor to make noise -1..1
|
| 810 |
-
float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
|
| 811 |
-
float4 s = math::saturate(2 * d);
|
| 812 |
-
return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
|
| 813 |
-
}
|
| 814 |
-
|
| 815 |
-
// Derivative of simplex noise smoothing function
|
| 816 |
-
// @param f = fractional distanc eto four tetrahedral corners
|
| 817 |
-
// @return derivative of smoothing function for each corner by x, y and z
|
| 818 |
-
float3x4 SimplexDSmooth(float4x3 f)
|
| 819 |
-
{
|
| 820 |
-
const float scale = 1024. / 375.; // scale factor to make noise -1..1
|
| 821 |
-
float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
|
| 822 |
-
float4 s = math::saturate(2 * d);
|
| 823 |
-
s = -12 * scale + s*(24 * scale - s * 12 * scale);
|
| 824 |
-
|
| 825 |
-
return float3x4(
|
| 826 |
-
s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
|
| 827 |
-
s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
|
| 828 |
-
s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
|
| 829 |
-
}
|
| 830 |
-
|
| 831 |
-
// Simplex noise and its Jacobian derivative
|
| 832 |
-
// @param v = 3D noise argument
|
| 833 |
-
// @param bTiling = whether to repeat noise pattern
|
| 834 |
-
// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
|
| 835 |
-
// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
|
| 836 |
-
// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
|
| 837 |
-
// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
|
| 838 |
-
// You can use this to compute the noise, gradient, curl, or divergence:
|
| 839 |
-
// float3x4 J = JacobianSimplex_ALU(...);
|
| 840 |
-
// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise
|
| 841 |
-
// float3 Grad = J[0].xyz; // gradient of J[0].w
|
| 842 |
-
// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
|
| 843 |
-
// float Div = J[0][0]+J[1][1]+J[2][2];
|
| 844 |
-
// All of these are confirmed to compile out all unneeded terms.
|
| 845 |
-
// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
|
| 846 |
-
float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
|
| 847 |
-
{
|
| 848 |
-
int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
|
| 849 |
-
float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
|
| 850 |
-
|
| 851 |
-
// corners of tetrahedron
|
| 852 |
-
float4x3 T = SimplexCorners(v);
|
| 853 |
-
// TODO: uint3
|
| 854 |
-
int3 rand = int3(0);
|
| 855 |
-
float4x3 gvec0 = float4x3(1.0);
|
| 856 |
-
float4x3 gvec1 = float4x3(1.0);
|
| 857 |
-
float4x3 gvec2 = float4x3(1.0);
|
| 858 |
-
float4x3 fv = float4x3(1.0);
|
| 859 |
-
float3x4 grad = float3x4(1.0);
|
| 860 |
-
|
| 861 |
-
// processing of tetrahedral vertices, unrolled
|
| 862 |
-
// to compute gradient at each corner
|
| 863 |
-
fv[0] = v - T[0];
|
| 864 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
|
| 865 |
-
gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 866 |
-
gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 867 |
-
gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 868 |
-
grad[0][0] = math::dot(gvec0[0], fv[0]);
|
| 869 |
-
grad[1][0] = math::dot(gvec1[0], fv[0]);
|
| 870 |
-
grad[2][0] = math::dot(gvec2[0], fv[0]);
|
| 871 |
-
|
| 872 |
-
fv[1] = v - T[1];
|
| 873 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
|
| 874 |
-
gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 875 |
-
gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 876 |
-
gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 877 |
-
grad[0][1] = math::dot(gvec0[1], fv[1]);
|
| 878 |
-
grad[1][1] = math::dot(gvec1[1], fv[1]);
|
| 879 |
-
grad[2][1] = math::dot(gvec2[1], fv[1]);
|
| 880 |
-
|
| 881 |
-
fv[2] = v - T[2];
|
| 882 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
|
| 883 |
-
gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 884 |
-
gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 885 |
-
gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 886 |
-
grad[0][2] = math::dot(gvec0[2], fv[2]);
|
| 887 |
-
grad[1][2] = math::dot(gvec1[2], fv[2]);
|
| 888 |
-
grad[2][2] = math::dot(gvec2[2], fv[2]);
|
| 889 |
-
|
| 890 |
-
fv[3] = v - T[3];
|
| 891 |
-
rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
|
| 892 |
-
gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
|
| 893 |
-
gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
|
| 894 |
-
gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
|
| 895 |
-
grad[0][3] = math::dot(gvec0[3], fv[3]);
|
| 896 |
-
grad[1][3] = math::dot(gvec1[3], fv[3]);
|
| 897 |
-
grad[2][3] = math::dot(gvec2[3], fv[3]);
|
| 898 |
-
|
| 899 |
-
// blend gradients
|
| 900 |
-
float4 sv = SimplexSmooth(fv);
|
| 901 |
-
float3x4 ds = SimplexDSmooth(fv);
|
| 902 |
-
|
| 903 |
-
float3x4 jacobian = float3x4(1.0);
|
| 904 |
-
float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
|
| 905 |
-
jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
|
| 906 |
-
float3 vec1 = gvec1*sv + grad[1]*ds;
|
| 907 |
-
jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
|
| 908 |
-
float3 vec2 = gvec2*sv + grad[2]*ds;
|
| 909 |
-
jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
|
| 910 |
-
|
| 911 |
-
return jacobian;
|
| 912 |
-
}
|
| 913 |
-
|
| 914 |
-
// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
|
| 915 |
-
// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
|
| 916 |
-
float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
|
| 917 |
-
{
|
| 918 |
-
// verified, HLSL compiled out the switch if Function is a constant
|
| 919 |
-
switch(Function)
|
| 920 |
-
{
|
| 921 |
-
case 0:
|
| 922 |
-
return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
|
| 923 |
-
case 1:
|
| 924 |
-
return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
|
| 925 |
-
case 2:
|
| 926 |
-
return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
|
| 927 |
-
case 3:
|
| 928 |
-
return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
|
| 929 |
-
case 4:
|
| 930 |
-
return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
|
| 931 |
-
case 5:
|
| 932 |
-
return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
|
| 933 |
-
}
|
| 934 |
-
return 0;
|
| 935 |
-
}
|
| 936 |
-
//----------------------------------------------------------
|
| 937 |
-
|
| 938 |
-
export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
|
| 939 |
-
[[
|
| 940 |
-
anno::description("Noise"),
|
| 941 |
-
anno::noinline()
|
| 942 |
-
]]
|
| 943 |
-
{
|
| 944 |
-
Position *= Scale;
|
| 945 |
-
FilterWidth *= Scale;
|
| 946 |
-
|
| 947 |
-
float Out = 0.0f;
|
| 948 |
-
float OutScale = 1.0f;
|
| 949 |
-
float InvLevelScale = 1.0f / LevelScale;
|
| 950 |
-
|
| 951 |
-
int iFunction(Function);
|
| 952 |
-
int iQuality(Quality);
|
| 953 |
-
int iLevels(Levels);
|
| 954 |
-
bool bTurbulence(Turbulence);
|
| 955 |
-
bool bTiling(Tiling);
|
| 956 |
-
|
| 957 |
-
for(int i = 0; i < iLevels; ++i)
|
| 958 |
-
{
|
| 959 |
-
// fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
|
| 960 |
-
OutScale *= math::saturate(1.0 - FilterWidth);
|
| 961 |
-
|
| 962 |
-
if(bTurbulence)
|
| 963 |
-
{
|
| 964 |
-
Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
|
| 965 |
-
}
|
| 966 |
-
else
|
| 967 |
-
{
|
| 968 |
-
Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
|
| 969 |
-
}
|
| 970 |
-
|
| 971 |
-
Position *= LevelScale;
|
| 972 |
-
RepeatSize *= LevelScale;
|
| 973 |
-
OutScale *= InvLevelScale;
|
| 974 |
-
FilterWidth *= LevelScale;
|
| 975 |
-
}
|
| 976 |
-
|
| 977 |
-
if(!bTurbulence)
|
| 978 |
-
{
|
| 979 |
-
// bring -1..1 to 0..1 range
|
| 980 |
-
Out = Out * 0.5f + 0.5f;
|
| 981 |
-
}
|
| 982 |
-
|
| 983 |
-
// Out is in 0..1 range
|
| 984 |
-
return math::lerp(OutputMin, OutputMax, Out);
|
| 985 |
-
}
|
| 986 |
-
|
| 987 |
-
// Material node for noise functions returning a vector value
|
| 988 |
-
// @param LevelScale usually 2 but higher values allow efficient use of few levels
|
| 989 |
-
// @return in user defined range (OutputMin..OutputMax)
|
| 990 |
-
export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
|
| 991 |
-
[[
|
| 992 |
-
anno::description("Vector Noise"),
|
| 993 |
-
anno::noinline()
|
| 994 |
-
]]
|
| 995 |
-
{
|
| 996 |
-
float4 result = float4(0,0,0,1);
|
| 997 |
-
float3 ret = float3(0);
|
| 998 |
-
int iQuality = int(Quality);
|
| 999 |
-
int iFunction = int(Function);
|
| 1000 |
-
bool bTiling = Tiling > 0.0;
|
| 1001 |
-
|
| 1002 |
-
float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used
|
| 1003 |
-
|
| 1004 |
-
// verified, HLSL compiled out the switch if Function is a constant
|
| 1005 |
-
switch (iFunction)
|
| 1006 |
-
{
|
| 1007 |
-
case 0: // Cellnoise
|
| 1008 |
-
ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
|
| 1009 |
-
result = float4(ret.x, ret.y, ret.z, 1);
|
| 1010 |
-
break;
|
| 1011 |
-
case 1: // Color noise
|
| 1012 |
-
ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
|
| 1013 |
-
result = float4(ret.x, ret.y, ret.z, 1);
|
| 1014 |
-
break;
|
| 1015 |
-
case 2: // Gradient
|
| 1016 |
-
result = Jacobian[0];
|
| 1017 |
-
break;
|
| 1018 |
-
case 3: // Curl
|
| 1019 |
-
ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
|
| 1020 |
-
result = float4(ret.x, ret.y, ret.z, 1);
|
| 1021 |
-
break;
|
| 1022 |
-
case 4: // Voronoi
|
| 1023 |
-
result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
|
| 1024 |
-
break;
|
| 1025 |
-
}
|
| 1026 |
-
return result;
|
| 1027 |
-
}
|
| 1028 |
-
|
| 1029 |
-
export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
|
| 1030 |
-
[[
|
| 1031 |
-
anno::description("Vector Noise float3 version"),
|
| 1032 |
-
anno::noinline()
|
| 1033 |
-
]]
|
| 1034 |
-
{
|
| 1035 |
-
float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
|
| 1036 |
-
return float3(noise.x, noise.y, noise.z);
|
| 1037 |
-
}
|
| 1038 |
-
|
| 1039 |
-
|
| 1040 |
-
// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
|
| 1041 |
-
export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
|
| 1042 |
-
[[
|
| 1043 |
-
anno::description("Fresnel"),
|
| 1044 |
-
anno::noinline()
|
| 1045 |
-
]]
|
| 1046 |
-
{
|
| 1047 |
-
return 0.0;
|
| 1048 |
-
}
|
| 1049 |
-
|
| 1050 |
-
export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]],
|
| 1051 |
-
bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]],
|
| 1052 |
-
bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]],
|
| 1053 |
-
bool clamp_fresnel_dot_product [[anno::unused()]])
|
| 1054 |
-
[[
|
| 1055 |
-
anno::description("Fresnel Function"),
|
| 1056 |
-
anno::noinline()
|
| 1057 |
-
]]
|
| 1058 |
-
{
|
| 1059 |
-
return 0.0;
|
| 1060 |
-
}
|
| 1061 |
-
|
| 1062 |
-
export float3 camera_vector(uniform bool up_z = true)
|
| 1063 |
-
[[
|
| 1064 |
-
anno::description("Camera Vector"),
|
| 1065 |
-
anno::noinline()
|
| 1066 |
-
]]
|
| 1067 |
-
{
|
| 1068 |
-
// assume camera postion is 0,0,0
|
| 1069 |
-
return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z));
|
| 1070 |
-
}
|
| 1071 |
-
|
| 1072 |
-
export float pixel_depth()
|
| 1073 |
-
[[
|
| 1074 |
-
anno::description("Pixel Depth"),
|
| 1075 |
-
anno::noinline()
|
| 1076 |
-
]]
|
| 1077 |
-
{
|
| 1078 |
-
return 256.0f;
|
| 1079 |
-
}
|
| 1080 |
-
|
| 1081 |
-
export float scene_depth()
|
| 1082 |
-
[[
|
| 1083 |
-
anno::description("Scene Depth")
|
| 1084 |
-
]]
|
| 1085 |
-
{
|
| 1086 |
-
return 65500.0f;
|
| 1087 |
-
}
|
| 1088 |
-
|
| 1089 |
-
export float3 scene_color()
|
| 1090 |
-
[[
|
| 1091 |
-
anno::description("Scene Color")
|
| 1092 |
-
]]
|
| 1093 |
-
{
|
| 1094 |
-
return float3(1.0f);
|
| 1095 |
-
}
|
| 1096 |
-
|
| 1097 |
-
export float4 vertex_color()
|
| 1098 |
-
[[
|
| 1099 |
-
anno::description("Vertex Color"),
|
| 1100 |
-
anno::noinline()
|
| 1101 |
-
]]
|
| 1102 |
-
{
|
| 1103 |
-
return float4(1.0f);
|
| 1104 |
-
}
|
| 1105 |
-
|
| 1106 |
-
export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
|
| 1107 |
-
[[
|
| 1108 |
-
anno::description("Vertex Color for float2 PrimVar"),
|
| 1109 |
-
anno::noinline()
|
| 1110 |
-
]]
|
| 1111 |
-
{
|
| 1112 |
-
// Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead
|
| 1113 |
-
return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);
|
| 1114 |
-
}
|
| 1115 |
-
|
| 1116 |
-
export float3 camera_position()
|
| 1117 |
-
[[
|
| 1118 |
-
anno::description("Camera Position"),
|
| 1119 |
-
anno::noinline()
|
| 1120 |
-
]]
|
| 1121 |
-
{
|
| 1122 |
-
return float3(1000.0f, 0, 0);
|
| 1123 |
-
}
|
| 1124 |
-
|
| 1125 |
-
export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
|
| 1126 |
-
[[
|
| 1127 |
-
anno::description("Rotates Position about the given axis by the given angle")
|
| 1128 |
-
]]
|
| 1129 |
-
{
|
| 1130 |
-
// Project Position onto the rotation axis and find the closest point on the axis to Position
|
| 1131 |
-
float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
|
| 1132 |
-
float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
|
| 1133 |
-
// Construct orthogonal axes in the plane of the rotation
|
| 1134 |
-
float3 UAxis = Position - ClosestPointOnAxis;
|
| 1135 |
-
float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
|
| 1136 |
-
float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
|
| 1137 |
-
// Rotate using the orthogonal axes
|
| 1138 |
-
float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
|
| 1139 |
-
// Reconstruct the rotated world space position
|
| 1140 |
-
float3 RotatedPosition = ClosestPointOnAxis + R;
|
| 1141 |
-
// Convert from position to a position offset
|
| 1142 |
-
return RotatedPosition - Position;
|
| 1143 |
-
}
|
| 1144 |
-
|
| 1145 |
-
export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
|
| 1146 |
-
[[
|
| 1147 |
-
anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
|
| 1148 |
-
]]
|
| 1149 |
-
{
|
| 1150 |
-
return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
|
| 1151 |
-
}
|
| 1152 |
-
|
| 1153 |
-
export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true)
|
| 1154 |
-
[[
|
| 1155 |
-
anno::description("Reflection vector about the specified world space normal")
|
| 1156 |
-
]]
|
| 1157 |
-
{
|
| 1158 |
-
if (bNormalizeInputNormal)
|
| 1159 |
-
{
|
| 1160 |
-
WorldNormal = math::normalize(WorldNormal);
|
| 1161 |
-
}
|
| 1162 |
-
|
| 1163 |
-
return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0;
|
| 1164 |
-
}
|
| 1165 |
-
|
| 1166 |
-
export float3 reflection_vector(uniform bool up_z = true)
|
| 1167 |
-
[[
|
| 1168 |
-
anno::description("Reflection Vector"),
|
| 1169 |
-
anno::noinline()
|
| 1170 |
-
]]
|
| 1171 |
-
{
|
| 1172 |
-
float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
|
| 1173 |
-
return reflection_custom_world_normal(normal, false, up_z);
|
| 1174 |
-
}
|
| 1175 |
-
|
| 1176 |
-
export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
|
| 1177 |
-
[[
|
| 1178 |
-
anno::description("Dither TemporalAA"),
|
| 1179 |
-
anno::noinline()
|
| 1180 |
-
]]
|
| 1181 |
-
{
|
| 1182 |
-
return AlphaThreshold;
|
| 1183 |
-
}
|
| 1184 |
-
|
| 1185 |
-
export float3 black_body( float Temp )
|
| 1186 |
-
[[
|
| 1187 |
-
anno::description("Black Body"),
|
| 1188 |
-
anno::noinline()
|
| 1189 |
-
]]
|
| 1190 |
-
{
|
| 1191 |
-
float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
|
| 1192 |
-
float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );
|
| 1193 |
-
|
| 1194 |
-
float x = 3*u / ( 2*u - 8*v + 4 );
|
| 1195 |
-
float y = 2*v / ( 2*u - 8*v + 4 );
|
| 1196 |
-
float z = 1 - x - y;
|
| 1197 |
-
|
| 1198 |
-
float Y = 1;
|
| 1199 |
-
float X = Y/y * x;
|
| 1200 |
-
float Z = Y/y * z;
|
| 1201 |
-
|
| 1202 |
-
float3x3 XYZtoRGB = float3x3(
|
| 1203 |
-
float3(3.2404542, -1.5371385, -0.4985314),
|
| 1204 |
-
float3(-0.9692660, 1.8760108, 0.0415560),
|
| 1205 |
-
float3(0.0556434, -0.2040259, 1.0572252)
|
| 1206 |
-
);
|
| 1207 |
-
|
| 1208 |
-
return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 );
|
| 1209 |
-
}
|
| 1210 |
-
|
| 1211 |
-
export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances)
|
| 1212 |
-
[[
|
| 1213 |
-
anno::description("Per Instance Random"),
|
| 1214 |
-
anno::noinline()
|
| 1215 |
-
]]
|
| 1216 |
-
{
|
| 1217 |
-
float weight = state::object_id() / float(NumberInstances);
|
| 1218 |
-
return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x;
|
| 1219 |
-
}
|
| 1220 |
-
|
| 1221 |
-
//------------------ Hair from UE4 -----------------------
|
| 1222 |
-
float3 hair_absorption_to_color(float3 A)
|
| 1223 |
-
{
|
| 1224 |
-
const float B = 0.3f;
|
| 1225 |
-
float b2 = B * B;
|
| 1226 |
-
float b3 = B * b2;
|
| 1227 |
-
float b4 = b2 * b2;
|
| 1228 |
-
float b5 = B * b4;
|
| 1229 |
-
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
|
| 1230 |
-
return math::exp(-math::sqrt(A) * D);
|
| 1231 |
-
}
|
| 1232 |
-
|
| 1233 |
-
float3 hair_color_to_absorption(float3 C)
|
| 1234 |
-
{
|
| 1235 |
-
const float B = 0.3f;
|
| 1236 |
-
float b2 = B * B;
|
| 1237 |
-
float b3 = B * b2;
|
| 1238 |
-
float b4 = b2 * b2;
|
| 1239 |
-
float b5 = B * b4;
|
| 1240 |
-
float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
|
| 1241 |
-
return math::pow(math::log(C) / D, 2.0f);
|
| 1242 |
-
}
|
| 1243 |
-
|
| 1244 |
-
export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor)
|
| 1245 |
-
[[
|
| 1246 |
-
anno::description("Hair Color")
|
| 1247 |
-
]]
|
| 1248 |
-
{
|
| 1249 |
-
InMelanin = math::saturate(InMelanin);
|
| 1250 |
-
InRedness = math::saturate(InRedness);
|
| 1251 |
-
float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f));
|
| 1252 |
-
float Eumelanin = Melanin * (1 - InRedness);
|
| 1253 |
-
float Pheomelanin = Melanin * InRedness;
|
| 1254 |
-
|
| 1255 |
-
float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor));
|
| 1256 |
-
float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f);
|
| 1257 |
-
|
| 1258 |
-
return hair_absorption_to_color(Absorption + DyeAbsorption);
|
| 1259 |
-
}
|
| 1260 |
-
|
| 1261 |
-
export float3 local_object_bounds_min()
|
| 1262 |
-
[[
|
| 1263 |
-
anno::description("Local Object Bounds Min"),
|
| 1264 |
-
anno::noinline()
|
| 1265 |
-
]]
|
| 1266 |
-
{
|
| 1267 |
-
return float3(0.0);
|
| 1268 |
-
}
|
| 1269 |
-
|
| 1270 |
-
export float3 local_object_bounds_max()
|
| 1271 |
-
[[
|
| 1272 |
-
anno::description("Local Object Bounds Max"),
|
| 1273 |
-
anno::noinline()
|
| 1274 |
-
]]
|
| 1275 |
-
{
|
| 1276 |
-
return float3(100.0);
|
| 1277 |
-
}
|
| 1278 |
-
|
| 1279 |
-
export float3 object_bounds()
|
| 1280 |
-
[[
|
| 1281 |
-
anno::description("Object Bounds"),
|
| 1282 |
-
anno::noinline()
|
| 1283 |
-
]]
|
| 1284 |
-
{
|
| 1285 |
-
return float3(100.0);
|
| 1286 |
-
}
|
| 1287 |
-
|
| 1288 |
-
export float object_radius()
|
| 1289 |
-
[[
|
| 1290 |
-
anno::description("Object Radius"),
|
| 1291 |
-
anno::noinline()
|
| 1292 |
-
]]
|
| 1293 |
-
{
|
| 1294 |
-
return 100.0f;
|
| 1295 |
-
}
|
| 1296 |
-
|
| 1297 |
-
export float3 object_world_position(uniform bool up_z = true)
|
| 1298 |
-
[[
|
| 1299 |
-
anno::description("Object World Position"),
|
| 1300 |
-
anno::noinline()
|
| 1301 |
-
]]
|
| 1302 |
-
{
|
| 1303 |
-
return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0;
|
| 1304 |
-
}
|
| 1305 |
-
|
| 1306 |
-
export float3 object_orientation()
|
| 1307 |
-
[[
|
| 1308 |
-
anno::description("Object Orientation"),
|
| 1309 |
-
anno::noinline()
|
| 1310 |
-
]]
|
| 1311 |
-
{
|
| 1312 |
-
return float3(0);
|
| 1313 |
-
}
|
| 1314 |
-
|
| 1315 |
-
export float rcp(float x)
|
| 1316 |
-
[[
|
| 1317 |
-
anno::description("hlsl rcp"),
|
| 1318 |
-
anno::noinline()
|
| 1319 |
-
]]
|
| 1320 |
-
{
|
| 1321 |
-
return 1.0f / x;
|
| 1322 |
-
}
|
| 1323 |
-
|
| 1324 |
-
export float2 rcp(float2 x)
|
| 1325 |
-
[[
|
| 1326 |
-
anno::description("hlsl rcp"),
|
| 1327 |
-
anno::noinline()
|
| 1328 |
-
]]
|
| 1329 |
-
{
|
| 1330 |
-
return 1.0f / x;
|
| 1331 |
-
}
|
| 1332 |
-
|
| 1333 |
-
export float3 rcp(float3 x)
|
| 1334 |
-
[[
|
| 1335 |
-
anno::description("hlsl rcp"),
|
| 1336 |
-
anno::noinline()
|
| 1337 |
-
]]
|
| 1338 |
-
{
|
| 1339 |
-
return 1.0f / x;
|
| 1340 |
-
}
|
| 1341 |
-
|
| 1342 |
-
export float4 rcp(float4 x)
|
| 1343 |
-
[[
|
| 1344 |
-
anno::description("hlsl rcp"),
|
| 1345 |
-
anno::noinline()
|
| 1346 |
-
]]
|
| 1347 |
-
{
|
| 1348 |
-
return 1.0f / x;
|
| 1349 |
-
}
|
| 1350 |
-
|
| 1351 |
-
export int BitFieldExtractI32(int Data, int Size, int Offset)
|
| 1352 |
-
[[
|
| 1353 |
-
anno::description("BitFieldExtractI32 int"),
|
| 1354 |
-
anno::noinline()
|
| 1355 |
-
]]
|
| 1356 |
-
{
|
| 1357 |
-
Size &= 3;
|
| 1358 |
-
Offset &= 3;
|
| 1359 |
-
|
| 1360 |
-
if (Size == 0)
|
| 1361 |
-
return 0;
|
| 1362 |
-
else if (Offset + Size < 32)
|
| 1363 |
-
return (Data << (32 - Size - Offset)) >> (32 - Size);
|
| 1364 |
-
else
|
| 1365 |
-
return Data >> Offset;
|
| 1366 |
-
}
|
| 1367 |
-
|
| 1368 |
-
export int BitFieldExtractI32(float Data, float Size, float Offset)
|
| 1369 |
-
[[
|
| 1370 |
-
anno::description("BitFieldExtractI32 float"),
|
| 1371 |
-
anno::noinline()
|
| 1372 |
-
]]
|
| 1373 |
-
{
|
| 1374 |
-
return BitFieldExtractI32(int(Data), int(Size), int(Offset));
|
| 1375 |
-
}
|
| 1376 |
-
|
| 1377 |
-
export int BitFieldExtractU32(float Data, float Size, float Offset)
|
| 1378 |
-
[[
|
| 1379 |
-
anno::description("BitFieldExtractU32 float"),
|
| 1380 |
-
anno::noinline()
|
| 1381 |
-
]]
|
| 1382 |
-
{
|
| 1383 |
-
return BitFieldExtractI32(Data, Size, Offset);
|
| 1384 |
-
}
|
| 1385 |
-
|
| 1386 |
-
export int BitFieldExtractU32(int Data, int Size, int Offset)
|
| 1387 |
-
[[
|
| 1388 |
-
anno::description("BitFieldExtractU32 int"),
|
| 1389 |
-
anno::noinline()
|
| 1390 |
-
]]
|
| 1391 |
-
{
|
| 1392 |
-
return BitFieldExtractI32(Data, Size, Offset);
|
| 1393 |
-
}
|
| 1394 |
-
|
| 1395 |
-
export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha)
|
| 1396 |
-
[[
|
| 1397 |
-
anno::description("EyeAdaptationInverseLookup"),
|
| 1398 |
-
anno::noinline()
|
| 1399 |
-
]]
|
| 1400 |
-
{
|
| 1401 |
-
float Adaptation = 1.0f;
|
| 1402 |
-
|
| 1403 |
-
// When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation.
|
| 1404 |
-
// So the lerped value is:
|
| 1405 |
-
// LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T)
|
| 1406 |
-
// Which is simplified as:
|
| 1407 |
-
// LerpLogScale = Lerp(0,-log(Adaptation),T)
|
| 1408 |
-
// LerpLogScale = -T * logAdaptation;
|
| 1409 |
-
|
| 1410 |
-
float LerpLogScale = -Alpha * math::log(Adaptation);
|
| 1411 |
-
float Scale = math::exp(LerpLogScale);
|
| 1412 |
-
return LightValue * Scale;
|
| 1413 |
-
}
|
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