166 lines
4.5 KiB
HLSL
166 lines
4.5 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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// struct LegacyPoint
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// {
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// float3 position;
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// float size;
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// };
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static const float3 Corners[] =
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{
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float3(0, -1, 0),
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float3(1, -1, 0),
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float3(1, 1, 0),
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float3(1, 1, 0),
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float3(0, 1, 0),
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float3(0, -1, 0),
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};
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cbuffer Params : register(b0)
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{
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float4 Color;
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float Size;
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float CurrentStep_;
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float StepCount;
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float LinesPerStep;
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// float ShrinkWithDistance;
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// float OffsetU;
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// float UseWForWidth;
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// float UseWForU;
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};
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cbuffer Params : register(b3)
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{
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int CurrentStep;
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};
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cbuffer Transforms : register(b1)
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{
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float4x4 CameraToClipSpace;
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float4x4 ClipSpaceToCamera;
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float4x4 WorldToCamera;
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float4x4 CameraToWorld;
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float4x4 WorldToClipSpace;
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float4x4 ClipSpaceToWorld;
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float4x4 ObjectToWorld;
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float4x4 WorldToObject;
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float4x4 ObjectToCamera;
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float4x4 ObjectToClipSpace;
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};
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cbuffer FogParams : register(b2)
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{
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float4 FogColor;
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float FogDistance;
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float FogBias;
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}
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struct psInput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD;
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float fog: FOG;
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};
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sampler texSampler : register(s0);
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// struct LinePointsIndices {
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// int StartIndex;
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// int EndIndex;
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// };
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StructuredBuffer<LegacyPoint> Points : t0;
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StructuredBuffer<uint2> LinePoints : t1;
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Texture2D<float4> texture2 : register(t2);
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Texture2D<float4> progressTexture : register(t3);
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psInput vsMain(uint id: SV_VertexID)
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{
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psInput output;
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float discardFactor = 1;
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uint pointCount, stride;
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Points.GetDimensions(pointCount, stride);
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float4 aspect = float4(CameraToClipSpace[1][1] / CameraToClipSpace[0][0],1,1,1);
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int quadIndex = id % 6;
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uint particleId = id / 6;
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float3 cornerFactors = Corners[quadIndex];
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uint2 indexPair = LinePoints[particleId];
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LegacyPoint pointA = Points[indexPair.x];
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LegacyPoint pointB = Points[indexPair.y];
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if(isnan(pointA.W) || isnan(pointB.W) )
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{
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output.position = 0;
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return output;
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}
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float stepIndex = (id /6) / LinesPerStep;
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float animationProgress = ((CurrentStep - stepIndex + StepCount) % StepCount) / StepCount;
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float4 progressColor = progressTexture.SampleLevel(texSampler, float2(animationProgress, 0),0);
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float hide = (indexPair.x== 0 || indexPair.y == 0 || indexPair.x >= pointCount || indexPair.y >= pointCount) ? sqrt(-1) : 1;
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float4 forward = mul(float4(0,0,-1,0), CameraToWorld);
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//forward.xyz/= forward.w;
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forward = mul(float4(forward.xyz,0), WorldToObject);
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//forward.xyz /= forward.w;
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float4 camUpInWorld = mul(float4(0,1,0,0), CameraToWorld);
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float4 camUpInObject = mul(camUpInWorld, WorldToObject);
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//float3 forward = float3(0,1,0);
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float3 posInObject = cornerFactors.x < 0.5 ? pointA.Position : pointB.Position;
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float3 posAInCamera = mul(float4(pointA.Position,1), ObjectToCamera).xyz;
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float3 posBInCamera = mul(float4(pointB.Position,1), ObjectToCamera).xyz;
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float4 lineInCamera = float4(posAInCamera - posBInCamera, 1);
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float3 forwardInCamera = float3(0,0,-1);
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float3 lineCenterInCamera = lerp(posAInCamera, posBInCamera, 0.5);
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float3 sideInCamera = normalize(cross(lineCenterInCamera, lineInCamera.xyz));
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output.texCoord = float2(
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//lerp( 0, 1 , cornerFactors.x) + animationProgress * 3 -1,
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animationProgress,
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1);
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//output.texCoord = 1;//cornerFactors;
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float4 posInCamera = mul(float4(posInObject,1), ObjectToCamera);
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posInCamera.xyz += sideInCamera * Size / 1000 * cornerFactors.y * hide;
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output.position = mul(posInCamera, CameraToClipSpace);
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// float4 posInCamSpace = mul(float4(posInObject,1), ObjectToCamera);
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// posInCamera.xyz /= posInCamera.w;
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// posInCamera.w = 1;
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output.fog = pow(saturate(-posInCamera.z/FogDistance), FogBias);
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output.color = Color * progressColor;
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return output;
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}
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float4 psMain(psInput input) : SV_TARGET
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{
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//return float4(1,1,0,1);
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float4 imgColor = texture2.Sample(texSampler, input.texCoord);
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//float dFromLineCenter= abs(input.texCoord.y -0.5)*2;
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//float a= 1;//smoothstep(1,0.95,dFromLineCenter) ;
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float4 col = input.color * imgColor;
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col.rgb = lerp(col.rgb, FogColor.rgb, input.fog);
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return clamp(col, float4(0,0,0,0), float4(1000,1000,1000,1));
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// float4 color = lerp(input.color * imgColor, FogColor, input.fog); // * input.color;
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// return clamp(float4(color.rgb, color.a * a), 0, float4(100,100,100,1));
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}
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