import Common; import Parameters; // Vertex input struct VertexInput { uint instanceID : SV_InstanceID; uint vertexID : SV_VertexID; }; // Vertex output struct VertexOutput { float4 positionCS : SV_POSITION; uint triangleID : TRIANGLE_ID; }; [shader("vertex")] VertexOutput vert(VertexInput input) { // Initialize the output structure VertexOutput output; output = (VertexOutput)0; // Evaluate the properties of this triangle uint triangle_id = input.vertexID / 3; uint local_vert_id = input.vertexID % 3; // Operate the indirection output.triangleID = pParams.indexedBisectorBuffer[triangle_id]; // Which vertex should be read? local_vert_id = local_vert_id == 0 ? 2 : (local_vert_id == 2 ? 0 : 1); float3 positionRWS = pParams.currentVertexBuffer[output.triangleID * 3 + local_vert_id]; // Apply the view projection output.positionCS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(positionRWS, 1.0))); return output; } // Pixel input struct PixelInput { float4 positionCS : SV_POSITION; uint triangleID : TRIANGLE_ID; }; [shader("pixel")] float4 frag(PixelInput input) : SV_Target { return float4(0, 1, 0, 1); } [shader("compute")] [numthreads(64, 1, 1)] void deform(uint currentID: SV_DispatchThreadID) { if(currentID > pParams.indirectDrawBuffer[9] * 4) return; uint bisectorID = currentID / 4; uint localVertexID = currentID % 4; bisectorID = pParams.indexedBisectorBuffer[bisectorID]; currentID = localVertexID < 3 ? bisectorID * 3 + localVertexID : 3 * pParams.geometry.totalNumElements + bisectorID; float3 positionWS = pParams.lebPositionBuffer[currentID]; float3 positionPS = positionWS; float3 normalPS = float3(0, 1, 0); float2 sampleUV = float2(0, 0); pParams.currentVertexBuffer[currentID] = positionWS; }