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

115 lines
2.7 KiB
HLSL

#include "shared/blend-functions.hlsl"
#include "shared/bias-functions.hlsl"
#include "shared/hash-functions.hlsl"
cbuffer ParamConstants : register(b0)
{
float2 Center;
float Width;
float Offset;
float PingPong;
float Repeat;
float PolarOrientation;
float BlendMode;
float2 GainAndBias;
float2 Stretch;
float Noise;
float IsTextureValid; // Automatically added by _FxShaderSetup
}
cbuffer Resolution : register(b1)
{
float TargetWidth;
float TargetHeight;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> ImageA : register(t0);
Texture2D<float4> Gradient : register(t1);
sampler texSampler : register(s0);
sampler clampedSampler : register(s1);
float fmod(float x, float y)
{
return (x - y * floor(x / y));
}
float PingPongRepeat(float x, float pingPong, float repeat)
{
float baseValue = x + 0.5;
float repeatValue = frac(baseValue);
float pingPongValue = 1.0 - abs(frac(x * 0.5) * 2.0 - 1.0);
float singlePingPong = abs(x);
float pingPongOutput = lerp(singlePingPong, pingPongValue, step(0.5, repeat));
float value = lerp(baseValue, repeatValue, step(0.5, repeat));
value = lerp(value, pingPongOutput, step(0.5, pingPong));
value = lerp(saturate(value), value, step(0.5, repeat));
return value;
}
float4 psMain(vsOutput psInput) : SV_TARGET
{
float2 uv = psInput.texCoord;
float aspectRatio = TargetWidth / TargetHeight;
float2 p = uv - 0.5;
p.x *= aspectRatio;
float w = max(abs(Width), 1e-6);
float dir = sign(Width);
float c;
if (PolarOrientation < 0.5)
{
float2 d = (p - Center * float2(1, -1)) / Stretch;
float r = length(d); // radial distance
c = r * 2.0 / w - lerp(0.5, 1, PingPong);
}
else
{
p += Center * float2(-1, 1);
p /= Stretch;
float angle = atan2(p.x, p.y) / 3.141578; // [-1 .. 1]
c = angle / w;
}
c -= Offset;
c = PingPongRepeat(c, PingPong, Repeat);
// Flip gradient direction (center ↔ edge)
if (dir <= 0)
c = 1.0 - c;
// float dBiased = ApplyGainAndBias(c, GainAndBias);
// dBiased = clamp(dBiased, 0.001, 0.999);
// float dBiased = ApplyGainAndBias(c, GainAndBias);
c = clamp(c, 0.001, 0.999);
float dBiased = ApplyGainAndBias(c, GainAndBias);
if (Noise > 0)
{
dBiased = saturate(dBiased + hash12(p * 1330.1) * Noise);
}
float4 gradient = Gradient.Sample(clampedSampler, float2(dBiased, 0));
if (IsTextureValid < 0.5)
return gradient;
float4 orgColor = ImageA.Sample(texSampler, psInput.texCoord);
return BlendColors(orgColor, gradient, (int)BlendMode);
}