Bladeren bron

SVT shaders copyright and formatting fixes

Aleš Mlakar 7 jaren geleden
bovenliggende
commit
cf4d1ca28e

+ 9 - 3
examples/40-svt/fs_vt_mip.sc

@@ -5,14 +5,20 @@ $input v_texcoord0
  * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  */
 
+/*
+ * Reference(s):
+ * - Based on Virtual Texture Demo by Brad Blanchard
+ *   http://web.archive.org/web/20190103162638/http://linedef.com/virtual-texture-demo.html
+ */
+
 #include "../common/common.sh"
 #include "virtualtexture.sh"
 
 void main()
 {
    float mipCount = log2(PageTableSize);
-	float mip = floor(MipLevel(v_texcoord0.xy, VirtualTextureSize) - MipBias);
-	mip = clamp(mip, 0, mipCount);
-	vec2 offset = floor(v_texcoord0.xy * PageTableSize);
+   float mip = floor(MipLevel(v_texcoord0.xy, VirtualTextureSize) - MipBias);
+   mip = clamp(mip, 0, mipCount);
+   vec2 offset = floor(v_texcoord0.xy * PageTableSize);
    gl_FragColor = vec4(floor(vec3(offset / exp2(mip), mip)) / 255.0, 1.0);   
 }

+ 6 - 0
examples/40-svt/fs_vt_unlit.sc

@@ -4,6 +4,12 @@ $input v_texcoord0
  * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  */
+
+/*
+ * Reference(s):
+ * - Based on Virtual Texture Demo by Brad Blanchard
+ *   http://web.archive.org/web/20190103162638/http://linedef.com/virtual-texture-demo.html
+ */ 
  
 #include "../common/common.sh"
 #include "virtualtexture.sh"

+ 32 - 26
examples/40-svt/virtualtexture.sh

@@ -3,6 +3,12 @@
  * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  */
  
+/*
+ * Reference(s):
+ * - Based on Virtual Texture Demo by Brad Blanchard
+ *   http://web.archive.org/web/20190103162638/http://linedef.com/virtual-texture-demo.html
+ */
+
 uniform vec4 u_vt_settings_1;
 uniform vec4 u_vt_settings_2;
 
@@ -20,61 +26,61 @@ SAMPLER2D(s_vt_texture_atlas,  1);
 // This function estimates mipmap levels
 float MipLevel( vec2 uv, float size )
 {
-	vec2 dx = dFdx( uv * size );
-    vec2 dy = dFdy( uv * size );
-    float d = max( dot( dx, dx ), dot( dy, dy ) );
+   vec2 dx = dFdx( uv * size );
+   vec2 dy = dFdy( uv * size );
+   float d = max( dot( dx, dx ), dot( dy, dy ) );
 
-	return max( 0.5 * log2( d ), 0 );
+   return max( 0.5 * log2( d ), 0 );
 }
 
 // This function samples the page table and returns the page's 
 // position and mip level. 
 vec3 SampleTable( vec2 uv, float mip )
 {
-	vec2 offset = fract( uv * PageTableSize ) / PageTableSize;
-	return texture2DLod( s_vt_page_table, uv - offset, mip ).xyz;
+   vec2 offset = fract( uv * PageTableSize ) / PageTableSize;
+   return texture2DLod( s_vt_page_table, uv - offset, mip ).xyz;
 }
 
 // This functions samples from the texture atlas and returns the final color
 vec4 SampleAtlas( vec3 page, vec2 uv )
 {
-	float mipsize = exp2( floor( page.z * 255.0 + 0.5 ) );
+   float mipsize = exp2( floor( page.z * 255.0 + 0.5 ) );
 
-	uv = fract( uv * PageTableSize / mipsize );
+   uv = fract( uv * PageTableSize / mipsize );
 
-	uv *= BorderScale;
-	uv += BorderOffset;
+   uv *= BorderScale;
+   uv += BorderOffset;
 
-	vec2 offset = floor( page.xy * 255 + 0.5 );
+   vec2 offset = floor( page.xy * 255 + 0.5 );
 
-	return texture2D( s_vt_texture_atlas, ( offset + uv ) * AtlasScale );
+   return texture2D( s_vt_texture_atlas, ( offset + uv ) * AtlasScale );
 }
 
 // Ugly brute force trilinear, look up twice and mix
 vec4 VirtualTextureTrilinear( vec2 uv )
 {
-	float miplevel = MipLevel( uv, VirtualTextureSize );
-	miplevel = clamp( miplevel, 0, log2( PageTableSize )-1 );
+   float miplevel = MipLevel( uv, VirtualTextureSize );
+   miplevel = clamp( miplevel, 0, log2( PageTableSize )-1 );
 
-	float mip1     = floor( miplevel );
-	float mip2	 = mip1 + 1;
-	float mipfrac  = miplevel - mip1;
+   float mip1     = floor( miplevel );
+   float mip2    = mip1 + 1;
+   float mipfrac  = miplevel - mip1;
 
-	vec3 page1 = SampleTable( uv, mip1 );
-	vec3 page2 = SampleTable( uv, mip2 );
+   vec3 page1 = SampleTable( uv, mip1 );
+   vec3 page2 = SampleTable( uv, mip2 );
 
-	vec4 sample1 = SampleAtlas( page1, uv );
-	vec4 sample2 = SampleAtlas( page2, uv );
+   vec4 sample1 = SampleAtlas( page1, uv );
+   vec4 sample2 = SampleAtlas( page2, uv );
 
-	return mix( sample1, sample2, mipfrac );
+   return mix( sample1, sample2, mipfrac );
 }
 
 // Simple bilinear
 vec4 VirtualTexture( vec2 uv )
 {
-	float mip = floor( MipLevel( uv, VirtualTextureSize ) );
-	mip = clamp( mip, 0, log2( PageTableSize ) );
+   float mip = floor( MipLevel( uv, VirtualTextureSize ) );
+   mip = clamp( mip, 0, log2( PageTableSize ) );
 
-	vec3 page = SampleTable( uv, mip );
-	return SampleAtlas( page, uv );
+   vec3 page = SampleTable( uv, mip );
+   return SampleAtlas( page, uv );
 }

+ 3 - 3
examples/40-svt/vs_vt_generic.sc

@@ -10,7 +10,7 @@ $output v_texcoord0
 
 void main()
 {
-	vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
-	gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
-	v_texcoord0 = a_texcoord0;
+   vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
+   gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
+   v_texcoord0 = a_texcoord0;
 }