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

79 lines
2.2 KiB
HLSL

//#include "shared/hash-functions.hlsl"
#include "shared/hash-functions.hlsl"
cbuffer ParamConstants : register(b0)
{
float Specularity;
float Shade;
float Twist;
float SampleRadius;
float2 Offset;
float Amount;
}
cbuffer TimeConstants : register(b1)
{
float globalTime;
float time;
float runTime;
float beatTime;
}
cbuffer Resolution : register(b2)
{
float TargetWidth;
float TargetHeight;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> DisplaceMap : register(t0);
Texture2D<float4> Image : register(t1);
sampler texSampler : register(s0);
float IsBetween( float value, float low, float high) {
return (value >= low && value <= high) ? 1:0;
}
float4 psMain(vsOutput psInput) : SV_TARGET
{
float2 uv = psInput.texCoord;
float4 uvImage = DisplaceMap.Sample(texSampler, uv);
float displaceMapWidth, displaceMapHeight;
DisplaceMap.GetDimensions(displaceMapWidth, displaceMapHeight);
displaceMapWidth = TargetWidth;
displaceMapHeight = TargetHeight;
float2 sampleOffset = SampleRadius / float2(displaceMapWidth, displaceMapHeight);
float4 cx1= DisplaceMap.Sample(texSampler, float2(uv.x + sampleOffset.x, uv.y));
float4 cx2= DisplaceMap.Sample(texSampler, float2(uv.x - sampleOffset.x, uv.y));
float4 cy1= DisplaceMap.Sample(texSampler, float2(uv.x, uv.y + sampleOffset.y));
float4 cy2= DisplaceMap.Sample(texSampler, float2(uv.x, uv.y - sampleOffset.y));
float x1= (cx1.r + cx1.g + cx1.b) / 3;
float x2= (cx2.r + cx2.g + cx2.b) / 3;
float y1= (cy1.r + cy1.g + cy1.b) / 3;
float y2= (cy2.r + cy2.g + cy2.b) / 3;
float2 d = float2( (x1-x2) , (y1-y2));
d-= Offset/10;
float angle = (d.x == 0 && d.y==0) ? 0 : atan2(d.x, d.y) + Twist / 180 * 3.14158;
float2 direction = float2( sin(angle), cos(angle));
float len = length(d);
float2 uv2 = 0.5 -direction * len * 10* Specularity;
float4 cc= Image.Sample(texSampler, uv2);
cc.rgb = lerp(uvImage.rgb, cc.rgb, Shade * Amount );
cc.a *= uvImage.a;
return float4( clamp(cc, float4(0,0,0,0) , float4(100,100,100,1)));
}