/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/ |
H A D | 3d_dm_inplace_sampling_common.h | 72 vec4 GetBaseColorSample(const vec4 uvInput) in GetBaseColorSample() 78 vec4 GetBaseColorSample(const vec4 uvInput, const uint instanceIdx) in GetBaseColorSample() 98 vec4 GetMaterialSample(const vec4 uvInput) in GetMaterialSample() 104 vec4 GetMaterialSample(const vec4 uvInput, const uint instanceIdx) in GetMaterialSample() 215 vec4 GetSpecularSample(const vec4 uvInput) in GetSpecularSample() 221 vec4 GetSpecularSample(const vec4 uvInput, const uint instanceIdx) in GetSpecularSample() 312 vec4 Unpremultiply(in vec4 color) in Unpremultiply() 315 return vec4(0); in Unpremultiply() 320 CORE_RELAXEDP vec4 GetUnpackBaseColorFinalValue(in CORE_RELAXEDP vec4 color, in vec4 uv, in uint in… in GetUnpackBaseColorFinalValue() 346 const vec4 projPos = uCameras[cameraIdx].viewProj * vec4(pos.xyz, 1.0); in GetFinalCalculatedVelocity() [all …]
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H A D | 3d_dm_structures_common.h | 280 vec4 pos; 282 vec4 dir; 284 vec4 color; 344 vec4 values; 346 vec4 blendFactor; 358 vec4 pad0; 366 vec4 firstLayer; 368 vec4 secondLayer; 371 vec4 baseFactors; 399 vec4 jitter; [all …]
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H A D | 3d_dm_inout_common.h | 28 layout(location = 4) in vec4 inTangent; 30 layout(location = 6) in CORE_RELAXEDP vec4 inWeight; 31 layout(location = 7) in CORE_RELAXEDP vec4 inColor; 37 layout(location = 2) out vec4 outTangentW; // worldspace 39 layout(location = 4) out vec4 outUv; // .xy = 0, .zw = 1 40 layout(location = 5) out CORE_RELAXEDP vec4 outColor; 47 layout(location = 2) in vec4 inTangentW; // worldspace 48 layout(location = 3) in vec4 inPrevPosI; // prev frame world pos + (instance id DEPRECATED use outI… 49 layout(location = 4) in vec4 inUv; // .xy = 0, .zw = 1 50 layout(location = 5) in CORE_RELAXEDP vec4 inColor; [all …]
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H A D | 3d_dm_target_packing_common.h | 88 vec4 GetPackColor(in vec4 col) in GetPackColor() 93 vec4 GetPackBaseColorWithAo(in vec3 col, in float ao) in GetPackBaseColorWithAo() 95 return vec4(col.xyz, ao); in GetPackBaseColorWithAo() 107 vec4 GetPackMaterialWithFlags(in vec4 material, in uint materialType, in uint materialFlags) in GetPackMaterialWithFlags() 109 vec4 packed = material; in GetPackMaterialWithFlags() 125 vec4 GetPackVelocityAndNormal(in vec2 velocity, in vec3 normal) in GetPackVelocityAndNormal() 127 return vec4(velocity, NormalOctEncode(normal)); in GetPackVelocityAndNormal() 130 vec4 GetPackPbrColor(in vec3 color, in CORE_RELAXEDP float alpha) in GetPackPbrColor() 143 void GetUnpackBaseColorWithAo(in vec4 col, out vec3 color, out float ao) in GetUnpackBaseColorWithAo() 158 void GetUnpackMaterialWithFlags(in vec4 inMat, out vec4 material, out uint materialType, out uint m… in GetUnpackMaterialWithFlags() [all …]
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H A D | 3d_dm_indirect_lighting_common.h | 34 vec3 unpackEnvMap(vec4 envColorRgbd) in unpackEnvMap() 40 vec3 unpackIblRadiance(vec4 envColorRgbd) in unpackIblRadiance() 46 vec3 unpackIblIrradianceSH(vec3 n, vec4 sh[CORE_DEFAULT_MATERIAL_MAX_SH_VEC3_VALUE_COUNT]) in unpackIblIrradianceSH() 62 const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); in EnvBRDFApprox() 63 const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); in EnvBRDFApprox() 64 vec4 r = roughness * c0 + c1; in EnvBRDFApprox()
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H A D | 3d_dm_inplace_env_common.h | 47 …ntType, in uint cameraIdx, in vec2 uv, in samplerCube cubeMap, in sampler2D texMap, out vec4 color) in InplaceEnvironmentBlock() 49 color = vec4(0.0, 0.0, 0.0, 1.0); in InplaceEnvironmentBlock() 56 viewProjInv[3] = vec4(0.0, 0.0, 0.0, 1.0); in InplaceEnvironmentBlock() 59 vec4 farPlane = viewProjInv * vec4(uv.x, uv.y, 1.0, 1.0); in InplaceEnvironmentBlock() 64 vec4 nearPlane = viewProjInv * vec4(uv.x, uv.y, 0.0, 1.0); in InplaceEnvironmentBlock()
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H A D | 3d_dm_shadowing_common.h | 58 …sampler2DShadow shadow, vec4 inShadowCoord, float NoL, vec4 shadowFactor, vec4 atlasSizeInvSize, u… in CalcPcfShadow() 130 …sampler2DShadow shadow, vec4 inShadowCoord, float NoL, vec4 shadowFactor, vec4 atlasSizeInvSize, u… in CalcPcfShadowMed() 193 …sampler2DShadow shadow, vec4 inShadowCoord, vec4 shadowFactor, vec4 atlasSizeInvSize, uvec2 shadow… in CalcPcfShadowSimpleSample() 224 …sampler2D shadow, vec4 inShadowCoord, float NoL, vec4 shadowFactors, vec4 atlasSizeInvSize, uvec2 … in CalcVsmShadow() 249 …sampler2D shadow, vec4 inShadowCoord, vec4 shadowFactors, vec4 atlasSizeInvSize, uvec2 shadowFlags) in CalcVsmShadowSimpleSample()
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H A D | 3d_dm_lighting_common.h | 33 vec4 f0; 45 vec4 f0; // f0 = f0.xyz, f90 = f0.w 55 vec4 f0; // f0 = f0.xyz, f90 = f0.w 180 InputBrdfData CalcBRDFMetallicRoughness(CORE_RELAXEDP vec4 baseColor, CORE_RELAXEDP vec4 material) in CalcBRDFMetallicRoughness() 213 …CORE_RELAXEDP vec4 baseColor, vec3 polygonNormal, CORE_RELAXEDP vec4 material, CORE_RELAXEDP vec4 … in CalcBRDFSpecular() 353 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 382 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 445 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 474 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() 589 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLighting() [all …]
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/api/render/shaders/common/ |
H A D | render_post_process_structs_common.h | 78 vec4 renderTimings; 81 vec4 factors[POST_PROCESS_GLOBAL_VEC4_FACTOR_COUNT]; 92 vec4 factors[POST_PROCESS_LOCAL_VEC4_FACTOR_COUNT]; 97 vec4 viewportSizeInvSize; 99 vec4 factor; 103 vec4 texSizeInvTexSize; 107 vec4 tonemap; 108 vec4 vignette; 109 vec4 colorFringe; 110 vec4 dither; [all …]
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H A D | render_packing_common.h | 22 uvec2 PackVec4Half2x16(const vec4 up) in PackVec4Half2x16() 30 vec4 UnpackVec4Half2x16(const uvec2 packed) in UnpackVec4Half2x16() 32 vec4 up; in UnpackVec4Half2x16() 38 uvec4 Pack2Vec4Half2x16(const vec4 up0, const vec4 up1) in Pack2Vec4Half2x16() 48 void UnpackVec42Half2x16(const uvec4 packed, inout vec4 up0, inout vec4 up1) in UnpackVec42Half2x16()
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H A D | render_post_process_blocks.h | 28 void PostProcessTonemapBlock(in uint postProcessFlags, in vec4 tonemapFactor, in vec3 inCol, out ve… in PostProcessTonemapBlock() 50 in uint postProcessFlags, in vec4 vignetteFactor, in vec2 uv, in vec3 inCol, out vec3 outCol) in PostProcessVignetteBlock() 64 void PostProcessColorFringeBlock(in uint postProcessFlags, in vec4 chromaFactor, in vec2 uv, in vec… in PostProcessColorFringeBlock() 88 void PostProcessDitherBlock(in uint postProcessFlags, in vec4 ditherFactor, in vec2 uv, in vec3 inC… in PostProcessDitherBlock() 101 in uint postProcessFlags, in vec4 colorConversionFactor, in vec3 inCol, out vec3 outCol) in PostProcessColorConversionBlock() 116 void PostProcessBloomCombineBlock(in uint postProcessFlags, in vec4 bloomFactor, in vec2 uv, in sam… in PostProcessBloomCombineBlock()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/common/ |
H A D | fxaa_reference.h | 19 vec4 FxaaPixelShader( in FxaaPixelShader() 21 vec4 fxaaConsolePosPos, in FxaaPixelShader() 25 vec4 fxaaConsoleRcpFrameOpt, in FxaaPixelShader() 26 vec4 fxaaConsoleRcpFrameOpt2, in FxaaPixelShader() 27 vec4 fxaaConsole360RcpFrameOpt2, in FxaaPixelShader() 34 vec4 fxaaConsole360ConstDir in FxaaPixelShader() 36 return vec4(0.0f, 0.0f, 0.0f, 0.0f); in FxaaPixelShader()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/ |
H A D | core3d_dm_fullscreen_deferred_shading.frag | 25 layout(location = 0) out vec4 outColor; 30 CORE_RELAXEDP vec4 baseColor; 33 vec4 material; 97 vec4 color = vec4(0.0); 112 vec4 sceneProj = vec4(uv.xy * 2.0 - 1.0, depthSample, 1.0); 153 vec4 UnlitBasic() 159 return vec4(color.rgb, 1.0); 184 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(worldPos.xyz, 1.0); 246 return vec4(color.xyz, 1.0); 301 return vec4(color.rgb, 1.0); [all …]
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H A D | core3d_dm_df.frag | 23 layout(location = 0) out vec4 outColor; 24 layout(location = 1) out vec4 outVelocityNormal; 25 layout(location = 2) out vec4 outBaseColor; 26 layout(location = 3) out vec4 outMaterial; 43 …CORE_RELAXEDP vec4 baseColor = GetBaseColorSample(inUv) * GetUnpackBaseColor(instanceIdx) * inColo… 55 // outColor = vec4(0.0); 61 const vec4 material = vec4(0.0); 81 // outColor = vec4(0.0); 87 const vec4 material = vec4(0.0); 125 …CORE_RELAXEDP vec4 material = GetMaterialSample(inUv, instanceIdx) * GetUnpackMaterial(instanceIdx… [all …]
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H A D | core3d_dm_fw.vert | 62 const vec4 worldPos = worldMatrix * vec4(inPosition.xyz, 1.0); 63 const vec4 projPos = uCameras[cameraIdx].viewProj * worldPos; 69 outPrevPosI = vec4(0.0, 0.0, 0.0, 0.0); 71 outPrevPosI.xyz = (prevWorldMatrix * vec4(inPosition.xyz, 1.0)).xyz; 76 outTangentW = vec4(normalize(normalMatrix * inTangent.xyz), inTangent.w); 78 outTangentW = vec4(0.0, 0.0, 0.0, 1.0); 89 outColor = vec4(1.0);
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H A D | core3d_dm_fw_mv.vert | 77 const vec4 worldPos = worldMatrix * vec4(inPosition.xyz, 1.0); 78 const vec4 projPos = uCameras[cameraIdx].viewProj * worldPos; 84 outPrevPosI = vec4(0.0, 0.0, 0.0, 0.0); 86 outPrevPosI.xyz = (prevWorldMatrix * vec4(inPosition.xyz, 1.0)).xyz; 91 outTangentW = vec4(normalize(normalMatrix * inTangent.xyz), inTangent.w); 93 outTangentW = vec4(0.0, 0.0, 0.0, 1.0); 104 outColor = vec4(1.0);
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H A D | core3d_dm_fw.frag | 27 layout(location = 0) out vec4 outColor; 28 layout(location = 1) out vec4 outVelocityNormal; 61 const vec4 sheen = GetUnpackSheen(instanceIdx); 89 vec4 color = textureLod(uSampColorPrePass, fragUv, lod).rgba; 100 vec4 unlitBasic() 123 vec4 unlitShadowAlpha() 141 const vec4 atlasSizeInvSize = uLightData.atlasSizeInvSize; 152 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(inPos.xyz, 1.0); 180 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(inPos.xyz, 1.0); 207 CORE_RELAXEDP vec4 color = baseColor * clamp(1.0 - fullShadowCoeff, 0.0, 1.0); [all …]
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H A D | core3d_dm_fw_reflection_plane.frag | 27 layout(location = 0) out vec4 outColor; 28 layout(location = 1) out vec4 outVelocityNormal; 44 …vec4 factor = uMaterialData.material[instanceIdx].factors[CORE_MATERIAL_FACTOR_CLEARCOAT_ROUGHNESS… 88 vec4 color = textureLod(uSampColorPrePass, fragUv, lod).rgba; 101 vec4 PlaneReflector(const vec2 fragUv) 106 const CORE_RELAXEDP vec4 baseColor = GetUnpackBaseColorFinalValue(inColor, inUv, instanceIdx); 120 …const CORE_RELAXEDP vec4 material = GetMaterialSample(inUv, instanceIdx) * GetUnpackMaterial(insta… 182 InplaceFogBlock(CORE_CAMERA_FLAGS, inPos.xyz, camPos.xyz, vec4(color, baseColor.a), color);
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/ |
H A D | depth_of_field.frag | 25 layout (location = 0) out vec4 outColor; 32 CORE_RELAXEDP vec4 DepthOfField(vec2 texCoord, vec2 invTexSize, vec4 params1, vec4 params2) 39 const CORE_RELAXEDP vec4 farPlane0 = textureLod(uFarTex, texCoord, 0); 40 const CORE_RELAXEDP vec4 farPlane = textureLod(uFarTex, texCoord, farBlur); 41 const CORE_RELAXEDP vec4 focusPlane = textureLod(uTex, texCoord, 0); 42 const CORE_RELAXEDP vec4 nearPlane = textureLod(uNearTex, texCoord, nearBlur); 44 CORE_RELAXEDP vec4 color;
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H A D | fullscreen_taa.frag | 25 layout(location = 0) out vec4 outColor; 87 vec4 ClipAabb(const vec3 aabbMin, const vec3 aabbMax, const vec4 color, const vec4 history) 92 const vec4 vClip = history - vec4(pClip, color.w); 97 const vec4 res = (maUnit > 1.0) ? (vec4(pClip, color.w) + vClip / maUnit) : color; 107 const vec4 colorSample = textureLod(sampler2D(uColor, uSampler), inUv.xy, 0.0); 109 vec4 currColor = colorSample; 112 vec4 history = textureLod(sampler2D(uHistory, uSampler), historyUv, 0.0); 166 vec4 color = mix(history, currColor, taaAlpha); 172 outColor = max(color, vec4(0.0));
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H A D | fullscreen_fxaa.frag | 33 layout(location = 0) out vec4 outColor; 70 const vec4 aaPixel = FxaaPixelShader(texelCenter, // FxaaFloat2 pos 71 vec4(texelCenter - textureSizeInv.xy * 0.5, 76 vec4(-textureSizeInv.xy, textureSizeInv.xy), // FxaaFloat4 fxaaConsoleRcpFrameOpt, 77 2 * vec4(-textureSizeInv.xy, textureSizeInv.xy), // FxaaFloat4 fxaaConsoleRcpFrameOpt2, 78 … vec4(0), // unused FxaaFloat4 fxaaConsole360RcpFrameOpt2, 91 vec4(0) // unused FxaaFloat4 fxaaConsole360ConstDir 97 outColor = vec4((aaPixel.xyz), alpha);
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/ |
H A D | morph_target_structs.h | 26 vec4 weight; // contains 4 weights. 30 vec4 pos; 34 vec4 nor; 35 vec4 tan;
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H A D | inplace_lighting_common.h | 88 const vec4 atlasSizeInvSize = uLightData.atlasSizeInvSize; in CalculateLightingInplace() 103 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLightingInplace() 104 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors; in CalculateLightingInplace() 136 const vec4 shadowCoord = GetShadowMatrix(lightFlags.y) * vec4(sd.pos.xyz, 1.0); in CalculateLightingInplace() 137 const vec4 shadowFactors = uLightData.lights[currLightIdx].shadowFactors; in CalculateLightingInplace()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/test/simple/snippets/ |
H A D | core_lerp_blocks.h | 25 void GenericLerp(in vec4 a, in vec4 b, in float t, out vec4 c) in GenericLerp()
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/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/computeshader/ |
H A D | core3d_dm_morph.comp | 43 vec4 tanOut[]; 57 vec4 normal; 63 vec4 UnpackMorphTangent(uvec4 nt) 65 vec4 tangent; 87 const vec4 fullTangent = UnpackMorphTangent(data[tid].nortan); 126 tanOut[tid] = vec4(t, tangentW);
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