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62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================================
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VisualizeSkyLightMipTreePixelShader.usf: Interactive visualization of sky light mip tree.
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===============================================================================================*/
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#include "../Common.ush"
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#include "MipTreeCommon.ush"
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uint3 Dimensions;
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Buffer<float> MipTreePosX;
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Buffer<float> MipTreeNegX;
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Buffer<float> MipTreePosY;
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Buffer<float> MipTreeNegY;
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Buffer<float> MipTreePosZ;
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Buffer<float> MipTreeNegZ;
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float SampleMipTree(uint FaceIndex, uint BufferOffset)
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{
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float Value = 0.0;
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if (FaceIndex == 0)
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{
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Value = MipTreePosX[BufferOffset];
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}
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else if (FaceIndex == 1)
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{
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Value = MipTreeNegX[BufferOffset];
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}
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else if (FaceIndex == 2)
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{
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Value = MipTreePosY[BufferOffset];
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}
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else if (FaceIndex == 3)
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{
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Value = MipTreeNegY[BufferOffset];
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}
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else if (FaceIndex == 4)
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{
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Value = MipTreePosZ[BufferOffset];
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}
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else
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{
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Value = MipTreeNegZ[BufferOffset];
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}
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return Value;
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}
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void VisualizeSkyLightMipTreePS(
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in noperspective float2 UV : TEXCOORD0,
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out float4 OutColor : SV_Target0,
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out float OutMipTree : SV_Target1
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)
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{
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uint FaceIndex = 0;
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uint MipLevel = 0;
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uint2 TexCoord = UV * DimensionsAtLevel(Dimensions, MipLevel);
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uint BufferOffset = BufferOffsetAtPixel(TexCoord, MipLevel, Dimensions);
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OutColor = 0.f;
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OutMipTree = SampleMipTree(FaceIndex, BufferOffset);
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} |