72 lines
1.9 KiB
HLSL
72 lines
1.9 KiB
HLSL
#include "shared/hash-functions.hlsl"
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#include "shared/noise-functions.hlsl"
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#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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#include "shared/bias-functions.hlsl"
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cbuffer Params : register(b0)
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{
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float3 GridStretch;
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float Amount;
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float3 GridOffset;
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float GridScale;
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float Scatter;
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float Mode;
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float2 GainAndBias;
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}
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cbuffer IntParams : register(b1)
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{
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int StrengthFactor;
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}
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StructuredBuffer<Point> Points1 : t0;
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RWStructuredBuffer<Point> ResultPoints : u0;
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[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
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{
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Point p = Points1[i.x];
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float3 gridSize = GridScale * GridStretch;
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float3 orgPosition = p.Position;
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float3 pos = orgPosition;
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float3 normalizedPosition = pos / gridSize;
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float3 normlizedOffsetPosition = normalizedPosition + 0.5 - GridOffset;
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float3 signedFraction = (mod(normlizedOffsetPosition, 1) - 0.5) * 2;
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float3 centerPoint = pos - signedFraction * gridSize / 2;
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float3 scatter = (hash41u(i.x) - 0.5) * Scatter;
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float3 snapAmount = 0;
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if (Mode < 0.5)
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{
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snapAmount = saturate((length(signedFraction * gridSize) / length(gridSize) + scatter.x));
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}
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else if (Mode < 1.5)
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{
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snapAmount = 1 - saturate((length(signedFraction * gridSize) / length(gridSize) + scatter.x));
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}
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else if (Mode < 2.5)
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{
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snapAmount = abs(signedFraction + scatter);
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}
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else if (Mode < 3.5)
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{
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snapAmount = 1 - abs(signedFraction + scatter);
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}
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float3 biasedSnap = ApplyGainAndBias(snapAmount.xyzz, GainAndBias).xyz;
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float strength = Amount * (StrengthFactor == 0
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? 1
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: (StrengthFactor == 1) ? p.FX1
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: p.FX2);
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float3 ff = (1 - saturate(biasedSnap - Amount * 2 + 1)) * strength;
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p.Position = lerp(orgPosition, centerPoint, ff);
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ResultPoints[i.x] = p;
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}
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