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