#include "shared/hash-functions.hlsl" #include "shared/noise-functions.hlsl" #include "shared/point.hlsl" #include "shared/quat-functions.hlsl" #include "shared/bias-functions.hlsl" cbuffer Params : register(b0) { float3 GridStretch; float Amount; float3 GridOffset; float GridScale; float Scatter; float Mode; float2 GainAndBias; } cbuffer IntParams : register(b1) { int StrengthFactor; } StructuredBuffer Points1 : t0; RWStructuredBuffer ResultPoints : u0; [numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID) { Point p = Points1[i.x]; float3 gridSize = GridScale * GridStretch; float3 orgPosition = p.Position; float3 pos = orgPosition; float3 normalizedPosition = pos / gridSize; float3 normlizedOffsetPosition = normalizedPosition + 0.5 - GridOffset; float3 signedFraction = (mod(normlizedOffsetPosition, 1) - 0.5) * 2; float3 centerPoint = pos - signedFraction * gridSize / 2; float3 scatter = (hash41u(i.x) - 0.5) * Scatter; float3 snapAmount = 0; if (Mode < 0.5) { snapAmount = saturate((length(signedFraction * gridSize) / length(gridSize) + scatter.x)); } else if (Mode < 1.5) { snapAmount = 1 - saturate((length(signedFraction * gridSize) / length(gridSize) + scatter.x)); } else if (Mode < 2.5) { snapAmount = abs(signedFraction + scatter); } else if (Mode < 3.5) { snapAmount = 1 - abs(signedFraction + scatter); } float3 biasedSnap = ApplyGainAndBias(snapAmount.xyzz, GainAndBias).xyz; float strength = Amount * (StrengthFactor == 0 ? 1 : (StrengthFactor == 1) ? p.FX1 : p.FX2); float3 ff = (1 - saturate(biasedSnap - Amount * 2 + 1)) * strength; p.Position = lerp(orgPosition, centerPoint, ff); ResultPoints[i.x] = p; }