#include "shared/hash-functions.hlsl" #include "shared/noise-functions.hlsl" #include "shared/point.hlsl" #include "shared/quat-functions.hlsl" cbuffer Transforms : register(b0) { float4x4 CameraToClipSpace; float4x4 ClipSpaceToCamera; float4x4 WorldToCamera; float4x4 CameraToWorld; float4x4 WorldToClipSpace; float4x4 ClipSpaceToWorld; float4x4 ObjectToWorld; float4x4 WorldToObject; float4x4 ObjectToCamera; float4x4 ObjectToClipSpace; }; cbuffer Params : register(b1) { float3 Position; float __padding; float3 Size; float UniformScale; } StructuredBuffer SourcePoints : t0; RWStructuredBuffer ResultPoints : u0; float4 GetBias(float4 x, float bias) { return x / ((1 / bias - 2) * (1 - x) + 1); } float4 GetSchlickBias(float4 x, float gain) { return x < 0.5 ? GetBias(x * 2.0, gain)/2.0 : GetBias(x * 2.0 - 1.0,1.0 - gain)/2.0 + 0.5; } // float3 fmod(float3 x, float3 y) { // return (x - y * floor(x / y)); // } [numthreads(64,1,1)] void main(uint3 i : SV_DispatchThreadID) { uint numStructs, stride; SourcePoints.GetDimensions(numStructs, stride); if(i.x >= numStructs) { //ResultPoints[i.x].w = 0 ; return; } float3 size = Size * UniformScale; float3 halfSize = size * 0.5f; float3 minBounds = Position - halfSize; float3 maxBounds = Position + halfSize; ResultPoints[i.x] = SourcePoints[i.x]; float3 a = SourcePoints[i.x].Position; float3 newPosition = clamp(a,minBounds,maxBounds); ResultPoints[i.x].Position = newPosition; }