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

147 lines
4.2 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/hash-functions.hlsl"
static const float3 Corners[] =
{
float3(-1, -1, 0),
float3(1, -1, 0),
float3(1, 1, 0),
float3(1, 1, 0),
float3(-1, 1, 0),
float3(-1, -1, 0),
};
cbuffer Transforms : register(b0)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
cbuffer Params : register(b1)
{
float4 Color;
float2 Stretch;
float Scale;
float ScaleRandomly;
float WMappingScale;
float Rotate;
float RotateRandomly;
float UsePointOrientation;
float AlphaCutOff;
};
cbuffer FogParams : register(b2)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
struct psInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD;
float fog : FOG;
};
sampler texSampler : register(s0);
StructuredBuffer<LegacyPoint> Points : t0;
Texture2D<float4> SpriteTexture : register(t1);
Texture2D<float4> ColorOverW : register(t2);
Texture2D<float> SizeOverW : register(t3);
psInput vsMain(uint id : SV_VertexID)
{
psInput output;
float discardFactor = 1;
int quadIndex = id % 6;
int particleId = id / 6;
float3 cornerFactors = Corners[quadIndex];
LegacyPoint p = Points[particleId];
float2 scatter = hash21(particleId) * 2 - 1;
// float4 aspect = float4(CameraToClipSpace[1][1] / CameraToClipSpace[0][0],1,1,1);
float3 quadPos = Corners[quadIndex];
output.texCoord = (quadPos.xy * 0.5 + 0.5);
// float4 pRotation = ApplyPointOrientaiton > 0.5 ? p.rotation : float4(0,0,0,1);
// float4 rotation = qMul(pRotation, qFromAngleAxis(Rotate/180*PI, RotateAxis));
float4 posInObject = float4(p.Position, 1);
// float3 axis = qRotateVec3(p.position, rotation) * Size * sizeFromW;
float4 quadPosInCamera = mul(posInObject, ObjectToCamera);
output.color = Color;
// Shrink too close particles
float4 posInCamera = mul(posInObject, ObjectToCamera);
float tooCloseFactor = saturate(-posInCamera.z / 0.1 - 1);
float sizeFromW = SizeOverW.SampleLevel(texSampler, float2(p.W * WMappingScale, 0), 0);
float3 corner = float3(quadPos.xy * 0.010 * Stretch, 0) * float3(1, -1, 1);
float4 rot = qFromAngleAxis((Rotate + RotateRandomly * scatter.x) * 3.141578 / 180, float3(0, 0, 1));
if ((int)UsePointOrientation == 1)
{
rot = qMul(rot, p.Rotation);
}
corner = qRotateVec3(corner, rot);
// corner = ApplyPointOrientaiton > 0.5 ? qRotateVec3(corner, p.rotation )
// : corner; // flipping rotation to match default radial billboards
float hideUndefinedPoints = isnan(p.W) ? 0 : 1;
quadPosInCamera.xy += corner * Scale * (ScaleRandomly * scatter.y + 1) * tooCloseFactor * sizeFromW * hideUndefinedPoints;
output.position = mul(quadPosInCamera, CameraToClipSpace);
float4 posInWorld = mul(posInObject, ObjectToWorld);
// float3 axis = cornerFactors;
// axis.xy = (axis.xy + Offset) * Stretch;
// axis.z = 0;
// float3 pInObject = p.position + axis;
// output.position = mul(float4(pInObject,1), ObjectToClipSpace);
// output.texCoord = cornerFactors.xy /2 +0.5;
float4 colorFromPoint = ((int)UsePointOrientation == 2) ? p.Rotation : 1;
output.color = Color * ColorOverW.SampleLevel(texSampler, float2(p.W * WMappingScale, 0), 0) * colorFromPoint;
// Fog
// if(FogDistance > 0)
// {
// float4 posInCamera = mul(posInObject, ObjectToCamera);
// float fog = pow(saturate(-posInCamera.z/FogDistance), FogBias);
// output.fog = fog;
// }
output.fog = pow(saturate(-posInCamera.z / FogDistance), FogBias);
return output;
}
float4 psMain(psInput input) : SV_TARGET
{
float4 imgColor = SpriteTexture.Sample(texSampler, input.texCoord);
float4 color = input.color * imgColor;
if (color.a < AlphaCutOff)
discard;
color.rgb = lerp(color.rgb, FogColor.rgb, input.fog);
return clamp(color, 0, float4(100, 100, 100, 1));
}