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

169 lines
5.0 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 VisibleRange;
// float TransitionProgress;
};
cbuffer Transforms : register(b1)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
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<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 posInObject = cornerFactors.x < 0.5
? pointA.Position
: pointB.Position;
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) || pointAA.Scale.x < 0.01)
{
normalA = normal;
}
if (isnan(pointBB.Scale.x) || pointAA.Scale.x < 0.01)
{
normalB = normal;
}
float3 neighboarNormal = lerp(normalA, normalB, cornerFactors.x);
float3 meterNormal = (normal + neighboarNormal) / 2;
float4 pos = lerp(aInScreen, bInScreen, cornerFactors.x);
float4 posInCamSpace = mul(float4(posInObject, 1), ObjectToCamera);
posInCamSpace.xyz /= posInCamSpace.w;
posInCamSpace.w = 1;
float wAtPoint = lerp(pointA.FX1, pointB.FX1, cornerFactors.x);
// Buildup transition
float widthAtPoint = pointA.Scale.x * pointB.Scale.x;
if (!isnan(widthAtPoint))
{
output.texCoord = float2(wAtPoint - OffsetU, cornerFactors.y / 2 + 0.5);
}
float thickness = !isnan(widthAtPoint) ? Size * discardFactor * lerp(1, 1 / (posInCamSpace.z), ShrinkWithDistance) : widthAtPoint;
float miter = dot(-meterNormal, normal);
pos += cornerFactors.y * 0.1f * thickness * float4(meterNormal, 0) / clamp(miter, -2.0, -0.13);
output.position = pos / aspect;
float3 n = cornerFactors.x < 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.rgb = Color.rgb;
output.color.a = Color.a;
return output;
}
float4 psMain(psInput input) : SV_TARGET
{
float u = (input.texCoord.x + VisibleRange);
float4 imgColor = texture2.Sample(texSampler, float2(u, input.texCoord.y)) * Color;
float f1 = saturate((input.texCoord.x + VisibleRange) * 100);
float f2 = 1 - saturate((input.texCoord.x) * 100);
float t = f1 * f2;
// return float4(lerp(imgColor.rgb, FogColor.rgb, input.fog * FogColor.a), imgColor.a * t);
float4 col = input.color * imgColor;
col.a *= t;
col.rgb = lerp(col.rgb, FogColor.rgb, input.fog);
return clamp(col, float4(0, 0, 0, 0), float4(1000, 1000, 1000, 1));
}