Files
2026-07-13 13:13:17 +08:00

111 lines
2.8 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/bias-functions.hlsl"
#include "shared/pbr.hlsl"
cbuffer Params : register(b0)
{
float A;
float B;
float C;
float D;
float3 Offset;
float __padding;
float2 GainAndBias;
}
cbuffer Params : register(b1)
{
/*{FLOAT_PARAMS}*/
}
StructuredBuffer<PbrVertex> SourceVertices : t0;
StructuredBuffer<int3> SourceIndices : t1;
Texture2D<float4> Image : register(t2);
Texture2D<float4> Gradient : register(t3);
sampler Sampler : register(s0);
sampler ClampedSampler : register(s1);
RWStructuredBuffer<PbrVertex> ResultVertices : u0;
RWStructuredBuffer<int3> ResultIndices : u1;
//=== Additional Resources ==========================================
/*{RESOURCES(t4)}*/
//=== Global functions ==============================================
/*{GLOBALS}*/
//=== Field functions ===============================================
/*{FIELD_FUNCTIONS}*/
//-------------------------------------------------------------------
float4 GetField(float4 p)
{
float4 f = 1;
/*{FIELD_CALL}*/
return f;
}
inline float GetDistance(float3 p3)
{
return GetField(float4(p3.xyz, 0)).w;
}
float3 GetFieldNormal(float3 p, float d=0.001)
{
return normalize(
GetDistance(p + float3(d, -d, -d)) * float3(1, -1, -1) +
GetDistance(p + float3(-d, d, -d)) * float3(-1, 1, -1) +
GetDistance(p + float3(-d, -d, d)) * float3(-1, -1, 1) +
GetDistance(p + float3(d, d, d)) * float3(1, 1, 1));
}
//===================================================================
//- DEFINES ------------------------------------
/*{defines}*/
//----------------------------------------------
float Biased(float f){return ApplyGainAndBias(f, GainAndBias);}
float4 SampleGradient(float f){return Gradient.SampleLevel(ClampedSampler, float2(f, 0.5), 0);}
[numthreads(64,1,1)]
void main(uint3 i : SV_DispatchThreadID)
{
uint numFaces, stride;
SourceIndices.GetDimensions(numFaces, stride);
uint faceIndex = i.x;
if(faceIndex >= numFaces) {
return;
}
int3 faceIndices = SourceIndices[faceIndex];
PbrVertex v1= SourceVertices[faceIndices.x];
PbrVertex v2= SourceVertices[faceIndices.y];
PbrVertex v3= SourceVertices[faceIndices.z];
float3 pos1 = SourceVertices[faceIndices.x].Position;
float3 pos2 = SourceVertices[faceIndices.y].Position;
float3 pos3 = SourceVertices[faceIndices.z].Position;
{
//- METHOD -------------------------------------
/*{method}*/
//----------------------------------------------
}
ResultVertices[faceIndices.x] = v1;
ResultVertices[faceIndices.y] = v2;
ResultVertices[faceIndices.z] = v3;
int vertexIndex = faceIndex* 3;
ResultIndices[faceIndex] = int3(vertexIndex, vertexIndex+1, vertexIndex+2);
}