// #include "shared/hash-functions.hlsl" cbuffer ParamConstants : register(b0) { float Impact; float SampleRadius; float Twist; float Mode; } cbuffer TimeConstants : register(b1) { float globalTime; float time; float runTime; float beatTime; } cbuffer Resolution : register(b2) { float TargetWidth; float TargetHeight; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; Texture2D DisplaceMap : register(t0); sampler texSampler : register(s0); const static float Gray_ToRGB = 0.5; const static float Gray_ToRGBNeg = 1.5; const static float Gray_ToAngleAndMagnitude = 2.5; const static float Red_ToRG_KeepBA = 3.5; float IsBetween(float value, float low, float high) { return (value >= low && value <= high) ? 1 : 0; } #define mod(x, y) ((x) - (y) * floor((x) / (y))) float4 psMain(vsOutput psInput) : SV_TARGET { float displaceMapWidth, displaceMapHeight; DisplaceMap.GetDimensions(displaceMapWidth, displaceMapHeight); float2 uv = psInput.texCoord; float sx = SampleRadius / (float)displaceMapWidth; float sy = SampleRadius / (float)displaceMapHeight; float4 cx1 = DisplaceMap.Sample(texSampler, float2(uv.x + sx, uv.y)); float4 cx2 = DisplaceMap.Sample(texSampler, float2(uv.x - sx, uv.y)); float4 cy1 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y + sy)); float4 cy2 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y - sy)); float grayX1 = (cx1.r + cx1.g + cx1.b) / 3; float grayX2 = (cx2.r + cx2.g + cx2.b) / 3; float grayY1 = (cy1.r + cy1.g + cy1.b) / 3; float grayY2 = (cy2.r + cy2.g + cy2.b) / 3; float2 d = Mode > Red_ToRG_KeepBA ? float2((grayX1 - grayX2), (grayY1 - grayY2)) : float2((cx1.r - cx2.r), (cy1.r - cy2.r)); float4 uvImage = DisplaceMap.Sample(texSampler, uv); float angle = (d.x == 0 && d.y == 0) ? 0 : atan2(d.x, d.y) + Twist / 180 * 3.141592; float len = length(d); float2 direction = float2(sin(angle), cos(angle)); if (Mode < Gray_ToRGB) { float3 normal = normalize(float3(len * direction * Impact, 1)); normal.y = -normal.y; // Flip Y channel return float4(normal / 2 + 0.5, 1); } if (Mode < Gray_ToRGBNeg) { float3 normal = normalize(float3(len * direction * Impact, 1)); return float4(normal, 1); } if (Mode < Gray_ToAngleAndMagnitude) { return float4(mod(-angle, 2 * 3.141592), len * Impact, 0, 1); } return float4(float2(len * direction * Impact) + 0.5, uvImage.ba); }