97 lines
2.4 KiB
HLSL
97 lines
2.4 KiB
HLSL
#include "shared/blend-functions.hlsl"
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#include "shared/bias-functions.hlsl"
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cbuffer ParamConstants : register(b0)
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{
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float2 Center;
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float Width;
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float Rotation;
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float PingPong;
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float Repeat;
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float2 GainAndBias;
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float Offset;
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float SizeMode;
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float BlendMode;
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float IsTextureValid; // Automatically added by _FxShaderSetup
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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> ImageA : register(t0);
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Texture2D<float4> Gradient : register(t1);
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sampler texSampler : register(s0);
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sampler clampedSampler : register(s1);
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inline float fmod(float x, float y)
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{
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return (x - y * floor(x / y));
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}
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float PingPongRepeat(float x, float pingPong, float repeat)
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{
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float baseValue = x + 0.5;
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float repeatValue = frac(baseValue);
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float pingPongValue = 1.0 - abs(frac(x * 0.5) * 2.0 - 1.0);
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float singlePingPong = abs(x);
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// Select pingpong type: single or repeating
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float pingPongOutput = lerp(singlePingPong, pingPongValue, step(0.5, repeat));
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// Select between base, repeat, or pingpong
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float value = lerp(baseValue, repeatValue, step(0.5, repeat)); // If repeat, use repeatValue
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value = lerp(value, pingPongOutput, step(0.5, pingPong)); // If pingpong, override with pingpong
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// Clamp final result if not repeating
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value = lerp(saturate(value), value, step(0.5, repeat)); // If NOT repeating, clamp to [0..1]
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return value;
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}
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float4 psMain(vsOutput psInput) : SV_TARGET
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{
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float2 uv = psInput.texCoord;
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float aspectRation = TargetWidth / TargetHeight;
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float2 p = uv;
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p -= 0.5;
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if (SizeMode < 0.5)
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{
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p.x *= aspectRation;
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}
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else
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{
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p.y /= aspectRation;
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}
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float radians = Rotation / 180 * 3.141578;
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float2 angle = float2(sin(radians), cos(radians));
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float c = dot(p - Center, angle);
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c += Offset;
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c = PingPongRepeat(c / Width, PingPong > 0.5, Repeat > 0.5);
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float dBiased = ApplyGainAndBias(saturate(c), GainAndBias);
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dBiased = clamp(dBiased, 0.000001, 0.99999);
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float4 gradient = Gradient.Sample(clampedSampler, float2(dBiased, 0));
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if (IsTextureValid < 0.5)
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return gradient;
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float4 orgColor = ImageA.Sample(texSampler, psInput.texCoord);
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return (IsTextureValid < 0.5) ? gradient : BlendColors(orgColor, gradient, (int)BlendMode);
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} |