38 lines
1012 B
HLSL
38 lines
1012 B
HLSL
#include "shared/hash-functions.hlsl"
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#include "shared/noise-functions.hlsl"
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#include "shared/pbr.hlsl"
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cbuffer Params : register(b0)
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{
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float4x4 TransformMatrix;
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float UseVertexSelection;
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float ToTexCoord2;
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}
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StructuredBuffer<PbrVertex> SourceVerts : t0;
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RWStructuredBuffer<PbrVertex> ResultVerts : u0;
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[numthreads(64,1,1)]
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void main(uint3 i : SV_DispatchThreadID)
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{
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uint numStructs, stride;
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SourceVerts.GetDimensions(numStructs, stride);
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if(i.x >= numStructs) {
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return;
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}
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float s = UseVertexSelection > 0.5 ? SourceVerts[i.x].Selected : 1;
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float3 pos = float3(SourceVerts[i.x].TexCoord, 0);
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float3 pos2 = float3(SourceVerts[i.x].TexCoord2, 0);
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ResultVerts[i.x] = SourceVerts[i.x];
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if((bool)ToTexCoord2 == true){
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ResultVerts[i.x].TexCoord2 = lerp(pos2, mul(float4(pos2,1), TransformMatrix).xyz, s).xy;
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}
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else{
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ResultVerts[i.x].TexCoord = lerp(pos, mul(float4(pos,1), TransformMatrix).xyz, s).xy;
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}
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}
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