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

110 lines
3.0 KiB
HLSL

#include "shared/blend-functions.hlsl"
#include "shared/bias-functions.hlsl"
cbuffer ParamConstants : register(b0)
{
float2 Center;
float2 Size;
float4 CornersRadius;
float Rotation;
float UniformScale;
float Width;
float Offset;
float PingPong;
float Repeat;
float2 GainAndBias;
float BlendMode;
float IsTextureValid; // Automatically added by _FxShaderSetup
}
cbuffer Resolution : register(b1)
{
float TargetWidth;
float TargetHeight;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
float PingPongRepeat(float x, float pingPong, float repeat)
{
float baseValue = x;
float repeatValue = frac(baseValue);
float pingPongValue = 1.0 - abs(frac(x * 0.5) * 2.0 - 1.0);
float singlePingPong = abs(x);
// Select pingpong type: single or repeating
float pingPongOutput = lerp(singlePingPong, pingPongValue, step(0.5, repeat));
// Select between base, repeat, or pingpong
float value = lerp(baseValue, repeatValue, step(0.5, repeat)); // If repeat, use repeatValue
value = lerp(value, pingPongOutput, step(0.5, pingPong)); // If pingpong, override with pingpong
// Clamp final result if not repeating
value = lerp(saturate(value), value, step(0.5, repeat)); // If NOT repeating, clamp to [0..1]
return value;
}
Texture2D<float4> ImageA : register(t0);
Texture2D<float4> Gradient : register(t1);
sampler texSampler : register(s0);
sampler clammpedSampler : register(s1);
float fmod(float x, float y)
{
return (x - y * floor(x / y));
}
// source: https://iquilezles.org/articles/distfunctions2d/
float sdRoundedBox(in float2 p, in float2 b, in float4 r)
{
r.xy = (p.x > 0.0) ? r.xy : r.zw;
r.x = (p.y > 0.0) ? r.x : r.y;
float2 q = abs(p) - b + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
}
// Function to rotate a point around the origin
inline float2 rotatePoint(float2 p, float angle)
{
angle = radians(angle); // Convert angle to radians
float cosAngle = cos(angle);
float sinAngle = sin(angle);
return float2(
p.x * cosAngle + p.y * sinAngle,
p.x * sinAngle - p.y * cosAngle);
}
float4 psMain(vsOutput psInput) : SV_TARGET
{
float2 uv = psInput.texCoord;
float aspectRation = TargetWidth / TargetHeight;
float2 p = uv;
p -= 0.5;
p.x *= aspectRation;
p += Center * float2(-1, 1);
// Apply the rotation to the point
p = rotatePoint(p, Rotation);
float c = 0;
c = sdRoundedBox(p, Size * UniformScale, CornersRadius * UniformScale) * 2 - Offset * Width;
float4 orgColor = ImageA.Sample(texSampler, psInput.texCoord);
c = PingPongRepeat(c / Width, PingPong, Repeat);
float dBiased = ApplyGainAndBias(c, GainAndBias);
dBiased = clamp(dBiased, 0.001, 0.999);
float4 gradient = Gradient.Sample(clammpedSampler, float2(dBiased, 0));
return (IsTextureValid < 0.5) ? gradient : BlendColors(orgColor, gradient, (int)BlendMode);
}