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

94 lines
2.5 KiB
HLSL

// #include "shared/hash-functions.hlsl"
cbuffer ParamConstants : register(b0)
{
float Impact;
float SampleRadius;
float Twist;
float Mode;
}
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);
sampler texSampler : register(s0);
const static float Gray_ToRGB = 0.5;
const static float Gray_ToRGBNeg = 1.5;
const static float Gray_ToAngleAndMagnitude = 2.5;
const static float Red_ToRG_KeepBA = 3.5;
float IsBetween(float value, float low, float high)
{
return (value >= low && value <= high) ? 1 : 0;
}
#define mod(x, y) ((x) - (y) * floor((x) / (y)))
float4 psMain(vsOutput psInput) : SV_TARGET
{
float displaceMapWidth, displaceMapHeight;
DisplaceMap.GetDimensions(displaceMapWidth, displaceMapHeight);
float2 uv = psInput.texCoord;
float sx = SampleRadius / (float)displaceMapWidth;
float sy = SampleRadius / (float)displaceMapHeight;
float4 cx1 = DisplaceMap.Sample(texSampler, float2(uv.x + sx, uv.y));
float4 cx2 = DisplaceMap.Sample(texSampler, float2(uv.x - sx, uv.y));
float4 cy1 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y + sy));
float4 cy2 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y - sy));
float grayX1 = (cx1.r + cx1.g + cx1.b) / 3;
float grayX2 = (cx2.r + cx2.g + cx2.b) / 3;
float grayY1 = (cy1.r + cy1.g + cy1.b) / 3;
float grayY2 = (cy2.r + cy2.g + cy2.b) / 3;
float2 d = Mode > Red_ToRG_KeepBA
? float2((grayX1 - grayX2), (grayY1 - grayY2))
: float2((cx1.r - cx2.r), (cy1.r - cy2.r));
float4 uvImage = DisplaceMap.Sample(texSampler, uv);
float angle = (d.x == 0 && d.y == 0) ? 0 : atan2(d.x, d.y) + Twist / 180 * 3.141592;
float len = length(d);
float2 direction = float2(sin(angle), cos(angle));
if (Mode < Gray_ToRGB)
{
float3 normal = normalize(float3(len * direction * Impact, 1));
normal.y = -normal.y; // Flip Y channel
return float4(normal / 2 + 0.5, 1);
}
if (Mode < Gray_ToRGBNeg)
{
float3 normal = normalize(float3(len * direction * Impact, 1));
return float4(normal, 1);
}
if (Mode < Gray_ToAngleAndMagnitude)
{
return float4(mod(-angle, 2 * 3.141592), len * Impact, 0, 1);
}
return float4(float2(len * direction * Impact) + 0.5, uvImage.ba);
}