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

171 lines
4.3 KiB
HLSL

cbuffer ParamConstants : register(b0)
{
float Displacement;
float DisplacementOffset;
float SampleRadius;
float AddBlurred;
float Twist;
float Zoom;
float2 Offset;
float Rotate;
float ShiftHue;
float ShiftSaturation;
float ShiftBrightness;
float AmplifyEdge;
float Reset;
float2 LuminosityRange;
float2 ChromaRange;
float RangeClamping;
float TwirlNoise;
}
cbuffer Resolution : register(b1)
{
float TargetWidth;
float TargetHeight;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> Image : register(t0);
Texture2D<float4> DisplaceMap : register(t1);
Texture2D<float4> FractalNoise : register(t2);
sampler texSampler : register(s0);
float3 hsb2rgb(float3 c)
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z < 0.5 ?
c.z * 2 * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y)
: lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), lerp(c.y, 0, (c.z * 2 - 1)));
}
float3 rgb2hsb(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(
abs(q.z + (q.w - q.y) / (6.0 * d + e)),
d / (q.x + e),
q.x * 0.5);
}
static float PI = 3.141578;
inline float LuminocityFromRgb(float3 c) {
return (c.r + c.g + c.b) /3;
}
float4 psMain(vsOutput input) : SV_TARGET
{
float width, height;
Image.GetDimensions(width, height);
float2 uv= input.texCoord;
// {
// float4 t= float4(0,0,0,1);
// t.x = (uv.x - 0.5) * 2;
// float3 hsb = rgb2hsb(float3(0.5,0.8,0.7) * t.x);
// if(t.x < 0) {
// hsb.y *= -0.62;
// }
// t.rgb = hsb;
// t.rgb = hsb.yyy;
// return t;
// }
// Transform...
float aspect2 = width / height;
float sourceAspectRatio = (float)TargetWidth / TargetHeight;
uv += Offset;
uv -= 0.5;
// Rotate
float imageRotationRad = (-Rotate - 90) / 180 * 3.141578;
uv.x *= sourceAspectRatio;
uv /= Zoom;
float sina = sin(-imageRotationRad - 3.141578 / 2);
float cosa = cos(-imageRotationRad - 3.141578 / 2);
uv = float2(
cosa * uv.x - sina * uv.y,
cosa * uv.y + sina * uv.x);
uv.x /= sourceAspectRatio;
uv += 0.5;
float sx = SampleRadius / width * sourceAspectRatio;
float sy = SampleRadius / height;
float padding =1;
float3 cx1 = DisplaceMap.Sample(texSampler, float2(uv.x + sx, uv.y));
float3 cx2 = DisplaceMap.Sample(texSampler, float2(uv.x - sx, uv.y));
float3 cc = DisplaceMap.Sample(texSampler, float2(uv.x - sx, uv.y));
float3 cy1 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y + sy));
float3 cy2 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y - sy));
float2 d = float2(
LuminocityFromRgb(cx1.rgb) - LuminocityFromRgb(cx2.rgb),
LuminocityFromRgb(cy1.rgb) - LuminocityFromRgb(cy2.rgb));
d.x /= sourceAspectRatio;
float a = (d.x == 0 && d.y == 0) ? 0 : atan2(d.x, d.y) + Twist / 180 * 3.14158;
float angleDelta = FractalNoise.Sample(texSampler, input.texCoord);
a-= (angleDelta - 0.5) * TwirlNoise;
float2 direction = float2(sin(a), cos(a));
float len = length(d);
float2 delta = len < 0.0001 ? 0: (direction * (-Displacement * len * 10 + DisplacementOffset) / float2(aspect2, 1));
uv += delta;
float4 c= Image.Sample(texSampler, uv);
float3 av= rgb2hsb((cx1+cx2+cy1+cy2+cc) / 5);
float3 lch = rgb2hsb(c.rgb).zyx;
float3 lchWindowCenter = lch - float3(LuminosityRange.y, ChromaRange.y,0.5) + 0.5;
float3 s = sign(lchWindowCenter-0.5);
lch.x += len * AmplifyEdge + ShiftBrightness + av.z * AddBlurred;
lch.y += ShiftSaturation;
lch.z += ShiftHue;
float3 window= max(0, abs(lchWindowCenter-.5) - float3(LuminosityRange.x,ChromaRange.x,2) * 0.5) ;
float3 windowLimiter = smoothstep(0,1, min(1,window)) * s;
lch-= windowLimiter * RangeClamping ;
c.rgb = hsb2rgb(lch.zyx);
return c;
}