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

200 lines
5.6 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
static const float3 Corners[] =
{
float3(0, -1, 0),
float3(1, -1, 0),
float3(1, 1, 0),
float3(1, 1, 0),
float3(0, 1, 0),
float3(0, -1, 0),
};
cbuffer Params : register(b0)
{
float4 Color;
float Size;
float ShrinkWithDistance;
float OffsetU;
float UvScale;
float FadeTooLong;
};
cbuffer Params : register(b1)
{
int UvMode;
int WidthFX;
int UseWForU;
int UseWForWidth;
};
cbuffer Transforms : register(b2)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
cbuffer FogParams : register(b3)
{
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<Point> Points : t0;
Texture2D<float4> texture2 : register(t1);
psInput vsMain(uint id : SV_VertexID)
{
psInput output;
float discardFactor = 1;
uint SegmentCount, Stride;
Points.GetDimensions(SegmentCount, Stride);
float4 aspect = float4(CameraToClipSpace[1][1] / CameraToClipSpace[0][0], 1, 1, 1);
int quadIndex = id % 6;
uint particleId = id / 6;
float3 cornerFactors = Corners[quadIndex];
Point pointAA = Points[particleId < 1 ? 0 : particleId - 1];
Point pointA = Points[particleId];
Point pointB = Points[particleId + 1];
Point pointBB = Points[particleId > SegmentCount - 2
? SegmentCount - 2
: particleId + 2];
float3 pointAPos = pointA.Position;
float3 pointBPos = pointB.Position;
float len = length(pointAPos - pointBPos);
float fade = smoothstep(2 * FadeTooLong, FadeTooLong, len);
if (fade < 0.001)
discardFactor = 0;
float f = cornerFactors.x;
float3 posInObject = f < 0.5
? pointAPos
: pointBPos;
float4 aaInScreen = mul(float4(pointAA.Position, 1), ObjectToClipSpace) * aspect;
aaInScreen /= aaInScreen.w;
float4 aInScreen = mul(float4(pointA.Position, 1), ObjectToClipSpace) * aspect;
if (aInScreen.z < -0)
discardFactor = 0;
aInScreen /= aInScreen.w;
float4 bInScreen = mul(float4(pointB.Position, 1), ObjectToClipSpace) * aspect;
if (bInScreen.z < -0)
discardFactor = 0;
bInScreen /= bInScreen.w;
float4 bbInScreen = mul(float4(pointBB.Position, 1), ObjectToClipSpace) * aspect;
bbInScreen /= bbInScreen.w;
float3 direction = (aInScreen - bInScreen).xyz;
float3 directionA = particleId > 0
? (aaInScreen - aInScreen).xyz
: direction;
float3 directionB = particleId < SegmentCount - 1
? (bInScreen - bbInScreen).xyz
: direction;
float3 normal = normalize(cross(direction, float3(0, 0, 1)));
float3 normalA = normalize(cross(directionA, float3(0, 0, 1)));
float3 normalB = normalize(cross(directionB, float3(0, 0, 1)));
if (isnan(pointAA.Scale.x) || isinf(pointAA.Scale.x))
{
normalA = normal;
}
if (isnan(pointBB.Scale.x) || isinf(pointBB.Scale.x))
{
normalB = normal;
}
float3 neighboarNormal = lerp(normalA, normalB, f);
float3 meterNormal = (normal + neighboarNormal) / 2;
float4 pos = lerp(aInScreen, bInScreen, f);
float4 posInCamSpace = mul(float4(posInObject, 1), ObjectToCamera);
posInCamSpace.xyz /= posInCamSpace.w;
posInCamSpace.w = 1;
float pFx1 = lerp(pointA.FX1, pointB.FX1, f);
float pFx2 = lerp(pointA.FX2, pointB.FX2, f);
float texFxFactor = WidthFX == 0 ? 1 : ((WidthFX == 1) ? pFx1 : pFx2);
float u = f;
switch (UvMode)
{
case 0:
u = (particleId + f) / SegmentCount;
break;
case 1:
u = pFx1;
break;
case 2:
u = pFx2;
break;
}
output.texCoord = float2(u * UvScale + OffsetU, cornerFactors.y / 2 + 0.5);
float widthAtPoint = lerp(pointA.Scale.x, pointB.Scale.x, f);
float widthFxFactor = WidthFX == 0 ? 1 : ((WidthFX == 1) ? pFx1 : pFx2);
float thickness = Size * discardFactor * lerp(1, 1 / (posInCamSpace.z), ShrinkWithDistance) * widthFxFactor;
thickness *= widthAtPoint; // UseWForWidth < 0 ? lerp(1, 1-widthAtPoint, -UseWForWidth)
//: lerp(1, widthAtPoint, UseWForWidth) ;
float miter = dot(-meterNormal, normal);
pos += cornerFactors.y * 0.1 * thickness * float4(meterNormal, 0) / clamp(miter, -1, -0.01);
output.position = pos / aspect;
float3 n = f < 0.5
? cross(pointA.Position - pointAA.Position, pointA.Position - pointB.Position)
: cross(pointB.Position - pointA.Position, pointB.Position - pointBB.Position);
n = normalize(n);
output.fog = pow(saturate(-posInCamSpace.z / FogDistance), FogBias);
output.color = Color * lerp(pointA.Color, pointB.Color, cornerFactors.x);
output.color.a *= fade;
return output;
}
float4 psMain(psInput input) : SV_TARGET
{
float4 imgColor = texture2.Sample(texSampler, input.texCoord);
float dFromLineCenter = abs(input.texCoord.y - 0.5) * 2;
float4 col = input.color * imgColor;
col.rgb = lerp(col.rgb, FogColor.rgb, input.fog);
return clamp(col, float4(0, 0, 0, 0), float4(1000, 1000, 1000, 1));
}