Esempio n. 1
0
ShaderFeature::Resources TerrainDetailMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   if ( getProcessIndex() == 0 )
   {
      // If this is the first detail pass then we 
      // samples from the layer tex.
      res.numTex += 1;

      // If this material also does parallax then it
      // will generate the negative view vector and the
      // worldToTanget transform.
      if ( fd.features.hasFeature( MFT_TerrainParallaxMap ) )
         res.numTexReg += 4;
   }

   // sample from the detail texture for diffuse coloring.
      res.numTex += 1;

   // If we have parallax for this layer then we'll also
   // be sampling the normal map for the parallax heightmap.
   if ( fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() ) )
      res.numTex += 1;

   // Finally we always send the detail texture 
   // coord to the pixel shader.
   res.numTexReg += 1;

   return res;
}
ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
   {
      // If this is a prepass and we don't have a 
      // matching normal map... we use no resources.
      if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() ) )
         return res;

      // If this is the first matching normal map then
      // it also samples from the layer tex.
      if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
         res.numTex += 1;
   }
   else
   {
      // If this is the first detail pass then it
      // also samples from the layer tex.
      if ( !fd.features.hasFeature( MFT_TerrainDetailMap, getProcessIndex() - 1 ) )
         res.numTex += 1;

      res.numTex += 1;
   }

   res.numTexReg += 1;

   return res;
}
Esempio n. 3
0
void ParallaxFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   AssertFatal( GFX->getPixelShaderVersion() >= 2.0, 
      "ParallaxFeatHLSL::processPix - We don't support SM 1.x!" );

   MultiLine *meta = new MultiLine;

   // Order matters... get this first!
   Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if ( !negViewTS )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the rest of our inputs.
   Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float", cspPotentialPrimitive );
   Var *normalMap = getNormalMapTex();
   Var *bumpMapTexture = (Var*)LangElement::find("bumpMapTex");

   // Call the library function to do the rest.
   if (fd.features.hasFeature(MFT_IsDXTnm, getProcessIndex()))
   {
      if (mIsDirect3D11)
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @ );\r\n",
         texCoord, bumpMapTexture, normalMap, texCoord, negViewTS, parallaxInfo));
      else
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @.xy, @, @ );\r\n",
            texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
   }
   else
   {
      if (mIsDirect3D11)
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @, @.xy, @, @ );\r\n",
         texCoord, bumpMapTexture, normalMap, texCoord, negViewTS, parallaxInfo));
      else
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
            texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
   }

   // TODO: Fix second UV maybe?

   output = meta;
}
ShaderFeature::Resources TerrainParallaxMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;
   
   // If this is the first parallax feature then
   // it will generate the tangetEye vector and 
   // the worldToTanget transform.
   if ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainParallaxMap, getProcessIndex() - 1 ) )
      res.numTexReg = 4;
   
   // If this isn't the prepass then we will 
   // be adding a normal map.
   if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
      res.numTex = 1;
   
   return res;
}
Esempio n. 5
0
void TerrainMacroMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "macroDist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "macroDist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}
Esempio n. 6
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Var* TerrainFeatHLSL::_getMacroIdStrengthParallax()
{
   String name( String::ToString( "macroIdStrengthParallax%d", getProcessIndex() ) );

   Var *detailInfo = (Var*)LangElement::find( name );
   if ( !detailInfo )
   {
      detailInfo = new Var;
      detailInfo->setType( "float3" );
      detailInfo->setName( name );
      detailInfo->uniform = true;
      detailInfo->constSortPos = cspPotentialPrimitive;
   }

   return detailInfo;
}
Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
{
   String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
   Var *inDet = (Var*)LangElement::find( name );
   
   if ( !inDet )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      
      inDet = connectComp->getElement( RT_TEXCOORD );
      inDet->setName( name );
      inDet->setType( "vec4" );
      inDet->mapsToSampler = true;
   }
   
   return inDet;
}
ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   // We only need to process normals during the prepass.
   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
   {
      // If this is the first normal map then it
      // will generate the worldToTanget transform.
      if ( !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) )
         res.numTexReg = 3;

      res.numTex = 1;
   }

   return res;
}
Var* TerrainFeatGLSL::_getNormalMapTex()
{
   String name( String::ToString( "normalMap%d", getProcessIndex() ) );
   Var *normalMap =  (Var*)LangElement::find( name );
   
   if ( !normalMap )
   {
      normalMap = new Var;
      normalMap->setType( "sampler2D" );
      normalMap->setName( name );
      normalMap->uniform = true;
      normalMap->sampler = true;
      normalMap->constNum = Var::getTexUnitNum();
   }
   
   return normalMap;
}
Esempio n. 10
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ShaderFeature::Resources TerrainNormalMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   // We only need to process normals during the prepass.
   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
   {
      // If this is the first normal map and there
      // are no parallax features then we will 
      // generate the worldToTanget transform.
      if (  !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
            ( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
         res.numTexReg = 3;

      res.numTex = 1;
   }

   return res;
}
Esempio n. 11
0
ShaderFeature::Resources TerrainMacroMapFeatHLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   if ( getProcessIndex() == 0 )
   {
      // If this is the first detail pass then we 
      // samples from the layer tex.
      res.numTex += 1;
   }

      res.numTex += 1;

   // Finally we always send the detail texture 
   // coord to the pixel shader.
   res.numTexReg += 1;

   return res;
}
Esempio n. 12
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ShaderFeature::Resources TerrainMacroMapFeatGLSL::getResources( const MaterialFeatureData &fd )
{
   Resources res;

   if ( getProcessIndex() == 0 )
   {
      // If this is the first detail pass then we 
      // samples from the layer tex.
         res.numTex += 1;
   }

   // If this isn't the prepass then we sample 
   // from the detail texture for diffuse coloring.
   if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
      res.numTex += 1;

   // Finally we always send the detail texture 
   // coord to the pixel shader.
   res.numTexReg += 1;

   return res;
}
Esempio n. 13
0
void TerrainDetailMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // If we have parallax mapping then make sure we've sent
   // the negative view vector to the pixel shader.
   if (  fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
         !LangElement::find( "outNegViewTS" ) )
   {
      // Get the object to tangent transform which
      // will consume 3 output registers.
      Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );

      // Now use a single output register to send the negative
      // view vector in tangent space to the pixel shader.
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
      outNegViewTS->setName( "outNegViewTS" );
      outNegViewTS->setStructName( "OUT" );
      outNegViewTS->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = mul( @, float3( @ - @.xyz ) );\r\n", 
         outNegViewTS, objToTangentSpace, eyePos, inPos ) );
   }

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "dist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "dist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "detCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   //
   // NOTE: You see here we scale the texture coord by 'xyx'
   // to generate the detail coord.  This y is here because
   // its scale is flipped to correct for the non negative y
   // in texCoord.
   //
   // See TerrainBaseMapFeatHLSL::processVert().
   //
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}
void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const U32 detailIndex = getProcessIndex();

   // If this is a prepass and we don't have a 
   // matching normal map... we have nothing to do.
   if (  fd.features.hasFeature( MFT_PrePassConditioner ) &&
         !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
      return;

   Var *inTex = getVertTexCoord( "outTexCoord" );
   
   MultiLine *meta = new MultiLine;

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "vec4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "sampler2D" );
      layerTex->setName( "layerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      meta->addStatement( new GenOp( "   @ = round( texture2D( @, @.xy ) * 255.0f );\r\n", 
                                       new DecOp( layerSample ), layerTex, inTex ) );
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInDetailCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getDetailIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0.0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement( new GenOp( "   @ += @;\r\n", blendTotal, detailBlend ) );
   //meta->addStatement( new GenOp( "   @ += @ * @.y * @.w;\r\n", 
      //blendTotal, detailBlend, detailInfo, inDet ) );

   // Nothing more to do for a detail texture in prepass.
   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
   {
      output = meta;
      return;
   }

   Var *detailColor = (Var*)LangElement::find( "detailColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "vec4" );
      detailColor->setName( "detailColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "sampler2D" );
   detailMap->setName( String::ToString( "detailMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
   {
      meta->addStatement( new GenOp( "      @ = ( mix( texture2D( @, @.yz ), texture2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n", 
                                                detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
   }
   else
   {
      meta->addStatement( new GenOp( "      @ = ( texture2D( @, @.xy ) * 2.0 ) - 1.0;\r\n", 
                                       detailColor, detailMap, inDet ) );
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   Var *baseColor = (Var*)LangElement::find( "baseColor" );
   Var *outColor = (Var*)LangElement::find( "col" );

   meta->addStatement( new GenOp( "      @ = mix( @, @ + @, @ );\r\n",
                                    outColor, outColor, baseColor, detailColor, detailBlend ) );

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}
Esempio n. 15
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void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );

   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "vec3" );
      }
   
      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "vec4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "sampler2D" );
      layerTex->setName( "layerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      meta->addStatement( new GenOp( "   @ = round( tex2D( @, @.xy ) * 255.0f );\r\n", 
                                       new DecOp( layerSample ), layerTex, inTex ) );
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInDetailCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getDetailIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "detailBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // New terrain

   Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
   if (!lerpBlend)
   {
	   lerpBlend = new Var;
	   lerpBlend->setType("float");
	   lerpBlend->setName("lerpBlend");
	   lerpBlend->uniform = true;
	   lerpBlend->constSortPos = cspPrimitive;
   }


   Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
   if (!blendDepth)
   {
	   blendDepth = new Var;
	   blendDepth->setType("float");
	   blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
	   blendDepth->uniform = true;
	   blendDepth->constSortPos = cspPrimitive;
   }

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if(fd.features.hasFeature( MFT_DeferredTerrainDetailMap ))
      target= ShaderFeature::RenderTarget1;

   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );

   if (!outColor)
   {
	   // create color var
	   outColor = new Var;
	   outColor->setType("float4");
	   outColor->setName("col");
       outColor->setStructName("OUT");
	   meta->addStatement(new GenOp("   @;\r\n", outColor));
   }

   Var *detailColor = (Var*)LangElement::find("detailColor");
   if (!detailColor)
   {
	   detailColor = new Var;
	   detailColor->setType("float4");
	   detailColor->setName("detailColor");
	   meta->addStatement(new GenOp("   @;\r\n", new DecOp(detailColor)));
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType("sampler2D");
   detailMap->setName(String::ToString("detailMap%d", detailIndex));
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   // Get the normal map texture.
   Var *normalMap = _getNormalMapTex();

   // Issue happens somewhere here -----

   // Sample the normal map.
   //
   // We take two normal samples and lerp between them for
   // side projection layers... else a single sample.
   LangElement *texOp;

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
   {
	   meta->addStatement(new GenOp("   @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
		   detailColor, detailMap, inDet, detailMap, inDet, inTex));

	   texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
		   normalMap, inDet, normalMap, inDet, inTex);
   }
   else
   {
	   meta->addStatement(new GenOp("   @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
		   detailColor, detailMap, inDet));

	   texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
   }

   // New terrain

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement( new GenOp( "   @ += @;\r\n", blendTotal, detailBlend ) );

   // If we had a parallax feature... then factor in the parallax
   // amount so that it fades out with the layer blending.
   if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
   {
      // Get the rest of our inputs.
      Var *normalMap = _getNormalMapTex();

      // Call the library function to do the rest.
      if (fd.features.hasFeature(MFT_IsDXTnm, detailIndex))
      {
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @.xy, @, @.z * @ );\r\n",
         inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
      }
      else
      {
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @.xy, @, @.z * @ );\r\n",
         inDet, normalMap, inDet, negViewTS, detailInfo, detailBlend));
      }
   }

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   

   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
   {
      meta->addStatement( new GenOp( "      @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n", 
                                                detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
   }
   else
   {
      meta->addStatement( new GenOp( "      @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n", 
                                       detailColor, detailMap, inDet ) );
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   meta->addStatement( new GenOp( "      @ += @ * @;\r\n",
                                    outColor, detailColor, detailBlend));

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}
Esempio n. 16
0
/*
 * GetImageMemInfo
 */
BOOL GetImageMemInfo( DWORD procid, char *imagename, MemByType *imageinfo ) {

    DWORD                       index;
    DWORD                       i;
    BOOL                        ret;
    char                        buf[ _MAX_PATH ];
    PERF_COUNTER_DEFINITION     *counter;
    PERF_INSTANCE_DEFINITION    *inst;

    ret = FALSE;
    beginRead( FALSE );
    beginRead( TRUE );

    initObj( &costlyData, &imageObject, N_IMAGE );
    initObj( &regData, &processObject, N_PROCESS );
    if( imageObject == NULL || processObject == NULL ) goto GETIMAGEMEM_ERROR;

    inst = getFirstInstance( imageObject );
    if( !getProcessIndex( procid, &index ) ) goto GETIMAGEMEM_ERROR;

    for( i=0; i < imageObject->NumInstances; i += 1 ) {
        if( inst == NULL ) goto GETIMAGEMEM_ERROR;

        if( inst->ParentObjectInstance == index ) {
            wsprintf( buf, "%ls", (char *)inst + inst->NameOffset );
            if( !strcmp( buf, imagename ) ) {
                counter = findCounter( imageObject, N_NO_ACCESS );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->noaccess = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_READ_ONLY );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->read = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_READ_WRITE );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->write = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_WRITE_COPY );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->copy = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_EXEC );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->exec = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_EXEC_READ );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->execread = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_EXEC_WRITE );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->execwrite = getCounterDWORD( inst, counter );

                counter = findCounter( imageObject, N_EXEC_COPY );
                if( counter == NULL ) goto GETIMAGEMEM_ERROR;
                imageinfo->execcopy = getCounterDWORD( inst, counter );

                imageinfo->tot = imageinfo->noaccess + imageinfo->read
                            + imageinfo->write + imageinfo->copy
                            + imageinfo->exec + imageinfo->execread
                            + imageinfo->execwrite + imageinfo->execcopy;
                ret = TRUE;
                break;
            }
        }
        inst = getNextInstance( inst );
    }
    endRead( TRUE );
    endRead( FALSE );
    return( ret);

GETIMAGEMEM_ERROR:
    endRead( TRUE );
    endRead( FALSE );
    return( FALSE );
}
Esempio n. 17
0
void TerrainMacroMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );
   
   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "float4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "sampler2D" );
      layerTex->setName( "macrolayerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      if (mIsDirect3D11)
      {
         layerTex->setType("SamplerState");
         Var *layerTexObj = new Var;
         layerTexObj->setType("Texture2D");
         layerTexObj->setName("macroLayerTexObj");
         layerTexObj->uniform = true;
         layerTexObj->texture = true;
         layerTexObj->constNum = layerTex->constNum;
         meta->addStatement(new GenOp("   @ = round( @.Sample( @, @.xy ) * 255.0f );\r\n",
            new DecOp(layerSample), layerTexObj, layerTex, inTex));
      }
      else
         meta->addStatement(new GenOp("   @ = round( tex2D( @, @.xy ) * 255.0f );\r\n",
            new DecOp(layerSample), layerTex, inTex));
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInMacroCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getMacroIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement(new GenOp("   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend));

   Var *detailColor = (Var*)LangElement::find( "macroColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "float4" );
      detailColor->setName( "macroColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "sampler2D" );
   detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   //Create texture object for directx 11
   Var *detailTex = NULL;
   if (mIsDirect3D11)
   {
      detailMap->setType("SamplerState");
      detailTex = new Var;
      detailTex->setName(String::ToString("macroMapTex%d", detailIndex));
      detailTex->setType("Texture2D");
      detailTex->uniform = true;
      detailTex->texture = true;
      detailTex->constNum = detailMap->constNum;

   }

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
   {
      if (mIsDirect3D11)
      {
         meta->addStatement(new GenOp("      @ = ( lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
            detailColor, detailTex, detailMap, inDet, detailTex, detailMap, inDet, inTex));
      }
      else
         meta->addStatement(new GenOp("      @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailMap, inDet, detailMap, inDet, inTex));
   }
   else
   {
      if (mIsDirect3D11)
         meta->addStatement(new GenOp("      @ = ( @.Sample( @, @.xy ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailTex, detailMap, inDet));
      else
         meta->addStatement(new GenOp("      @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n",
         detailColor, detailMap, inDet));
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;

   if(fd.features.hasFeature(MFT_DeferredTerrainMacroMap))
      target= ShaderFeature::RenderTarget1;

   Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );

   meta->addStatement(new GenOp("      @ += @ * @;\r\n",
                                    outColor, detailColor, detailBlend));

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}
Esempio n. 18
0
void TerrainMacroMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const U32 detailIndex = getProcessIndex();
   Var *inTex = getVertTexCoord( "texCoord" );
   
   MultiLine *meta = new MultiLine;

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if (  !negViewTS &&
         fd.features.hasFeature( MFT_TerrainParallaxMap ) )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "vec3" );
      }

      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the layer samples.
   Var *layerSample = (Var*)LangElement::find( "layerSample" );
   if ( !layerSample )
   {
      layerSample = new Var;
      layerSample->setType( "vec4" );
      layerSample->setName( "layerSample" );

      // Get the layer texture var
      Var *layerTex = new Var;
      layerTex->setType( "sampler2D" );
      layerTex->setName( "macrolayerTex" );
      layerTex->uniform = true;
      layerTex->sampler = true;
      layerTex->constNum = Var::getTexUnitNum();

      // Read the layer texture to get the samples.
      meta->addStatement( new GenOp( "   @ = round( tex2D( @, @.xy ) * 255.0f );\r\n", 
                                       new DecOp( layerSample ), layerTex, inTex ) );
   }

   Var *layerSize = (Var*)LangElement::find( "layerSize" );
   if ( !layerSize )
   {
      layerSize = new Var;
      layerSize->setType( "float" );
      layerSize->setName( "layerSize" );
      layerSize->uniform = true;
      layerSize->constSortPos = cspPass;
   }

   // Grab the incoming detail coord.
   Var *inDet = _getInMacroCoord( componentList );

   // Get the detail id.
   Var *detailInfo = _getMacroIdStrengthParallax();

   // Create the detail blend var.
   Var *detailBlend = new Var;
   detailBlend->setType( "float" );
   detailBlend->setName( String::ToString( "macroBlend%d", detailIndex ) );

   // Calculate the blend for this detail texture.
   meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                    new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );

   // Get a var and accumulate the blend amount.
   Var *blendTotal = (Var*)LangElement::find( "blendTotal" );
   if ( !blendTotal )
   {
      blendTotal = new Var;
      //blendTotal->setName( "blendTotal" );
      blendTotal->setName( "blendTotal" );
      blendTotal->setType( "float" );
      meta->addStatement( new GenOp( "   @ = 0;\r\n", new DecOp( blendTotal ) ) );
   }

   // Add to the blend total.
   meta->addStatement( new GenOp( "   @ = max( @, @ );\r\n", blendTotal, blendTotal, detailBlend ) );

   // If this is a prepass then we skip color.
   if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
   {
      // Check to see if we have a gbuffer normal.
      Var *gbNormal = (Var*)LangElement::find( "gbNormal" );

      // If we have a gbuffer normal and we don't have a
      // normal map feature then we need to lerp in a 
      // default normal else the normals below this layer
      // will show thru.
      if (  gbNormal && 
            !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
      {
         Var *viewToTangent = getInViewToTangent( componentList );

         meta->addStatement( new GenOp( "   @ = lerp( @, tGetMatrix3Row(@, 2), min( @, @.w ) );\r\n", 
            gbNormal, gbNormal, viewToTangent, detailBlend, inDet ) );
      }

      output = meta;
      return;
   }

   Var *detailColor = (Var*)LangElement::find( "macroColor" ); 
   if ( !detailColor )
   {
      detailColor = new Var;
      detailColor->setType( "vec4" );
      detailColor->setName( "macroColor" );
      meta->addStatement( new GenOp( "   @;\r\n", new DecOp( detailColor ) ) );
   }

   // Get the detail texture.
   Var *detailMap = new Var;
   detailMap->setType( "sampler2D" );
   detailMap->setName( String::ToString( "macroMap%d", detailIndex ) );
   detailMap->uniform = true;
   detailMap->sampler = true;
   detailMap->constNum = Var::getTexUnitNum();     // used as texture unit num here

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Note that we're doing the standard greyscale detail 
   // map technique here which can darken and lighten the 
   // diffuse texture.
   //
   // We take two color samples and lerp between them for
   // side projection layers... else a single sample.
   //
   if ( fd.features.hasFeature( MFT_TerrainSideProject, detailIndex ) )
   {
      meta->addStatement( new GenOp( "      @ = ( lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z ) * 2.0 ) - 1.0;\r\n", 
                                                detailColor, detailMap, inDet, detailMap, inDet, inTex ) );
   }
   else
   {
      meta->addStatement( new GenOp( "      @ = ( tex2D( @, @.xy ) * 2.0 ) - 1.0;\r\n", 
                                       detailColor, detailMap, inDet ) );
   }

   meta->addStatement( new GenOp( "      @ *= @.y * @.w;\r\n",
                                    detailColor, detailInfo, inDet ) );

   Var *baseColor = (Var*)LangElement::find( "baseColor" );
   Var *outColor = (Var*)LangElement::find( "col" );

   meta->addStatement( new GenOp( "      @ = lerp( @, @ + @, @ );\r\n",
                                    outColor, outColor, outColor, detailColor, detailBlend ) );
   //outColor, outColor, baseColor, detailColor, detailBlend ) );

   meta->addStatement( new GenOp( "   }\r\n" ) );

   output = meta;
}
Esempio n. 19
0
void TerrainNormalMapFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{

   MultiLine *meta = new MultiLine;

   Var *viewToTangent = getInViewToTangent( componentList );

   // This var is read from GBufferConditionerHLSL and 
   // used in the prepass output.
   Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
   if ( !gbNormal )
   {
      gbNormal = new Var;
      gbNormal->setName( "gbNormal" );
      gbNormal->setType( "float3" );
      meta->addStatement( new GenOp( "   @ = @[2];\r\n", new DecOp( gbNormal ), viewToTangent ) );
   }

   const S32 normalIndex = getProcessIndex();

   Var *detailBlend = (Var*)LangElement::find( String::ToString( "detailBlend%d", normalIndex ) );
   AssertFatal( detailBlend, "The detail blend is missing!" );

   // If we're using SM 3.0 then take advantage of 
   // dynamic branching to skip layers per-pixel.
   if ( GFX->getPixelShaderVersion() >= 3.0f )
      meta->addStatement( new GenOp( "   if ( @ > 0.0f )\r\n", detailBlend ) );

   meta->addStatement( new GenOp( "   {\r\n" ) );

   // Get the normal map texture.
   Var *normalMap = _getNormalMapTex();

   /// Get the texture coord.
   Var *inDet = _getInDetailCoord( componentList );
   Var *inTex = getVertTexCoord( "texCoord" );

   // Sample the normal map.
   //
   // We take two normal samples and lerp between them for
   // side projection layers... else a single sample.
   LangElement *texOp;
   if (mIsDirect3D11)
   {
      String name(String::ToString("normalMapTex%d", getProcessIndex()));
      Var *normalMapTex = (Var*)LangElement::find(name);
      if (!normalMapTex)
      {
         normalMapTex = new Var;
         normalMapTex->setName(String::ToString("normalMapTex%d", getProcessIndex()));
         normalMapTex->setType("Texture2D");
         normalMapTex->uniform = true;
         normalMapTex->texture = true;
         normalMapTex->constNum = normalMap->constNum;
      }
      if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
      {
         texOp = new GenOp("lerp( @.Sample( @, @.yz ), @.Sample( @, @.xz ), @.z )",
            normalMapTex, normalMap, inDet, normalMapTex, normalMap, inDet, inTex);
      }
      else
         texOp = new GenOp("@.Sample(@, @.xy)", normalMapTex, normalMap, inDet);

   }

   else
   {
      if (fd.features.hasFeature(MFT_TerrainSideProject, normalIndex))
      {
         texOp = new GenOp("lerp( tex2D( @, @.yz ), tex2D( @, @.xz ), @.z )",
            normalMap, inDet, normalMap, inDet, inTex);
      }
      else
         texOp = new GenOp("tex2D(@, @.xy)", normalMap, inDet);
   }

   // create bump normal
   Var *bumpNorm = new Var;
   bumpNorm->setName( "bumpNormal" );
   bumpNorm->setType( "float4" );

   LangElement *bumpNormDecl = new DecOp( bumpNorm );
   meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );

   // Normalize is done later... 
   // Note: The reverse mul order is intentional. Affine matrix.
   meta->addStatement( new GenOp( "      @ = lerp( @, mul( @.xyz, @ ), min( @, @.w ) );\r\n", 
      gbNormal, gbNormal, bumpNorm, viewToTangent, detailBlend, inDet ) );

   // End the conditional block.
   meta->addStatement( new GenOp( "   }\r\n" ) );

   // If this is the last normal map then we 
   // can test to see the total blend value
   // to see if we should clip the result.
   //if ( fd.features.getNextFeatureIndex( MFT_TerrainNormalMap, normalIndex ) == -1 )
      //meta->addStatement( new GenOp( "   clip( @ - 0.0001f );\r\n", blendTotal ) );

   output = meta;
}
void TerrainDetailMapFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const U32 detailIndex = getProcessIndex();


   // If this is a prepass and we don't have a 
   // matching normal map... we have nothing to do.
   if (  fd.features.hasFeature( MFT_PrePassConditioner ) &&
         !fd.features.hasFeature( MFT_TerrainNormalMap, detailIndex ) )
      return;

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "dist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "dist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "outDetCoord%d", detailIndex ) );
   outTex->setType( "vec4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "vec4" );
   detScaleAndFade->setName( String::ToString( "detailScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   //
   // NOTE: You see here we scale the texture coord by 'xyx'
   // to generate the detail coord.  This y is here because
   // its scale is flipped to correct for the non negative y
   // in texCoord.
   //
   // See TerrainBaseMapFeatHLSL::processVert().
   //
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}