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