#include "shared/point.hlsl" #include "shared/quat-functions.hlsl" static const float4 FactorsForPositionAndW[] = { // x y z w float4(0, 0, 0, 0), // 0 nothing float4(1, 0, 0, 0), // 1 for x float4(0, 1, 0, 0), // 2 for y float4(0, 0, 1, 0), // 3 for z float4(0, 0, 0, 1), // 4 for w float4(0, 0, 0, 0), // avoid rotation effects }; cbuffer Params : register(b0) { float4x4 transformSampleSpace; float L; float LFactor; float LOffset; float R; float RFactor; float ROffset; float G; float GFactor; float GOffset; float B; float BFactor; float BOffset; float __padding; float3 Center; float Mode; float TranslationSpace; float RotationSpace; // float A; // float AFactor; // float AOffset; } StructuredBuffer Points : t0; RWStructuredBuffer ResultPoints : u0; // output Texture2D inputTexture : register(t1); sampler texSampler : register(s0); [numthreads(256, 4, 1)] void main(uint3 i : SV_DispatchThreadID) { uint pointCount, stride; ResultPoints.GetDimensions(pointCount, stride); if(i.x >= pointCount) { return; } uint index = i.x; LegacyPoint p = Points[index]; float3 pos = p.Position; pos -= Center; float3 posInObject = mul(float4(pos.xyz, 0), transformSampleSpace).xyz; float4 c = inputTexture.SampleLevel(texSampler, posInObject.xy * float2(1, -1) + float2(0.5, 0.5), 0.0); float gray = (c.r + c.g + c.b) / 3; // Rotation //ResultPoints[index].Rotation = p.Rotation; float4 rot = p.Rotation; float rotXFactor = (R == 5 ? (c.r * RFactor + ROffset) : 0) + (G == 5 ? (c.g * GFactor + GOffset) : 0) + (B == 5 ? (c.b * BFactor + BOffset) : 0) + (L == 5 ? (gray * LFactor + LOffset) : 0); float rotYFactor = (R == 6 ? (c.r * RFactor + ROffset) : 0) + (G == 6 ? (c.g * GFactor + GOffset) : 0) + (B == 6 ? (c.b * BFactor + BOffset) : 0) + (L == 6 ? (gray * LFactor + LOffset) : 0); float rotZFactor = (R == 7 ? (c.r * RFactor + ROffset) : 0) + (G == 7 ? (c.g * GFactor + GOffset) : 0) + (B == 7 ? (c.b * BFactor + BOffset) : 0) + (L == 7 ? (gray * LFactor + LOffset) : 0); float tau = 3.141578 / 180; float4 rot2 = float4(0, 0, 0, 1); if (rotXFactor != 0) { rot2 = qMul(rot2, qFromAngleAxis(rotXFactor * tau, float3(1, 0, 0))); } if (rotYFactor != 0) { rot2 = qMul(rot2, qFromAngleAxis(rotYFactor * tau, float3(0, 1, 0))); } if (rotZFactor != 0) { rot2 = qMul(rot2, qFromAngleAxis(rotZFactor * tau, float3(0, 0, 1))); } rot2 = normalize(rot2); p.Rotation = qMul(rot, rot2); // Stretch float3 stretchFactor =float3( (R == 8 ? (c.r * RFactor + ROffset) : 1) * (G == 8 ? (c.g * GFactor + GOffset) : 1) * (B == 8 ? (c.b * BFactor + BOffset) : 1) * (L == 8 ? (gray * LFactor + LOffset) : 1), (R == 9 ? (c.r * RFactor + ROffset) : 1) * (G == 9 ? (c.g * GFactor + GOffset) : 1) * (B == 9 ? (c.b * BFactor + BOffset) : 1) * (L == 9 ? (gray * LFactor + LOffset) : 1), (R == 10 ? (c.r * RFactor + ROffset) : 1) * (G == 10 ? (c.g * GFactor + GOffset) : 1) * (B == 10 ? (c.b * BFactor + BOffset) : 1) * (L == 10 ? (gray * LFactor + LOffset) : 1) ); float3 stretchOffset = Mode < 0.5 ? stretchFactor : float3(stretchFactor) * p.Stretch; p.Stretch *= stretchOffset; // Position float4 ff = FactorsForPositionAndW[(uint)clamp(L, 0, 5.1)] * (gray * LFactor + LOffset) + FactorsForPositionAndW[(uint)clamp(R, 0, 5.1)] * (c.r * RFactor + ROffset) + FactorsForPositionAndW[(uint)clamp(G, 0, 5.1)] * (c.g * GFactor + GOffset) + FactorsForPositionAndW[(uint)clamp(B, 0, 5.1)] * (c.b * BFactor + BOffset); float3 offset = Mode < 0.5 ? float3(ff.xyz) : float3(ff.xyz) * p.Position; if (TranslationSpace > 0.5) { offset = qRotateVec3(offset, p.Rotation); } float3 newPos = p.Position + offset; if (RotationSpace < 0.5) { newPos = qRotateVec3(newPos, rot2); } p.Position = newPos; p.W = Mode < 0.5 ? (p.W + ff.w) : (p.W * (1 + ff.w)); ResultPoints[index] = p; }