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

249 lines
6.2 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/point-light.hlsl"
static const float2 kCorners[6] = {
float2(-1.0, -1.0), // tri 0
float2(1.0, -1.0),
float2(-1.0, 1.0),
float2(-1.0, 1.0), // tri 1
float2(1.0, -1.0),
float2(1.0, 1.0)};
// static const float2 kUV[6] = {
// float2(0.0, 1.0),
// float2(1.0, 1.0),
// float2(0.0, 0.0),
// float2(0.0, 0.0),
// float2(1.0, 1.0),
// float2(1.0, 0.0)};
static const float2 kUV[6] = {
float2(0.0, 0.0),
float2(0.0, 1.0),
float2(1.0, 0.0),
float2(1.0, 0.0),
float2(0.0, 1.0),
float2(1.0, 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 PrevTransforms : register(b1)
{
float4x4 PrevCameraToClipSpace;
float4x4 PrevClipSpaceToCamera;
float4x4 PrevWorldToCamera;
float4x4 PrevCameraToWorld;
float4x4 PrevWorldToClipSpace;
float4x4 PrevClipSpaceToWorld;
float4x4 PrevObjectToWorld;
float4x4 PrevWorldToObject;
float4x4 PrevObjectToCamera;
float4x4 PrevObjectToClipSpace;
};
cbuffer FloatParams : register(b2)
{
float4 Color;
float PointSize;
float CutOffTransparent;
float FadeNearest;
float VelocityMaxJump;
float VelocityStretch;
};
cbuffer IntParams : register(b3)
{
int SegmentCount;
int ScaleFX;
int UsePointScale;
int TextureAtlasRowCount;
};
cbuffer FogParams : register(b4)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
// For shader graph params
cbuffer Params : register(b5)
{
/*{FLOAT_PARAMS}*/
}
struct psInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD;
float fog : FOG;
float stretch : INTERNAL;
};
sampler WrappedSampler : register(s0);
sampler ClampedSampler : register(s1);
StructuredBuffer<Point> Points : register(t0);
StructuredBuffer<Point> PointsPrev : register(t1);
Texture2D<float4> texture2 : register(t2);
//=== Global functions ==============================================
/*{GLOBALS}*/
//=== Additional Resources ==========================================
/*{RESOURCES(t3)}*/
//=== Field functions ===============================================
/*{FIELD_FUNCTIONS}*/
//-------------------------------------------------------------------
float4 GetField(float4 p)
{
// p.xyz = mul(float4(p.xyz, 1), WorldToObject).xyz;
float4 f = 1;
/*{FIELD_CALL}*/
return f;
}
float GetDistance(float3 p3)
{
return GetField(float4(p3.xyz, 0)).w;
}
//===================================================================
// Safe normalize (keeps fallback if tiny)
float2 safe_norm2(float2 v, float2 fallback)
{
float l2 = dot(v, v);
return l2 > 1e-12 ? v * rsqrt(l2) : fallback;
}
psInput vsMain(uint id : SV_VertexID)
{
psInput o;
float VelBlendStart = 0.000;
float VelBlendEnd = 0.001;
float VelSpeed1Unit = 0.1;
const uint q = id % 6;
const uint i = id / 6;
Point P = Points[i];
Point PP = PointsPrev[i];
float2 corner = kCorners[q];
float sizeFx = (ScaleFX == 0.0) ? 1.0 : ((ScaleFX == 1.0) ? P.Scale.x : P.Scale.y);
float2 baseSize = PointSize * sizeFx * (UsePointScale != 0 ? P.Scale.xy : 1.0.xx) * 0.2;
float4 obj = float4(P.Position, 1.0);
float4 objP = float4(PP.Position, 1.0);
float4 w = mul(obj, ObjectToWorld);
float4 wP = mul(objP, PrevObjectToWorld);
float4 cam = mul(w, WorldToCamera);
float4 camP = mul(wP, PrevWorldToCamera);
o.color = Color * P.Color;
float nearFade = saturate(-cam.z / FadeNearest - 1.0);
o.color.a *= nearFade;
// Jump guard in object space
float objDist = distance(P.Position, PP.Position);
float useVel = (objDist <= VelocityMaxJump) ? 1.0 : 0.0;
// Aspect from projection (resolution-independent units)
float Aspect = CameraToClipSpace._22 / CameraToClipSpace._11;
float4 clip = mul(cam, CameraToClipSpace);
float4 clipP = mul(camP, PrevCameraToClipSpace);
float2 ndc = clip.xy / max(1e-6, clip.w);
float2 ndcP = clipP.xy / max(1e-6, clipP.w);
float2 vU = (ndc - ndcP) * useVel;
vU.x *= Aspect;
float speedU = length(vU);
const float2 ex = float2(1, 0), ey = float2(0, 1);
float2 dirVel = (speedU > 1e-6) ? normalize(vU) : ey;
float2 perpVel = float2(dirVel.y, -dirVel.x);
// Blend to default
float wAlign = clamp((speedU - VelBlendStart) / max(1e-6, (VelBlendEnd - VelBlendStart)), 0, 1);
float2 dir = normalize(lerp(ey, dirVel, wAlign));
float2 per = normalize(lerp(ex, perpVel, wAlign));
float f = saturate(speedU / max(1e-6, VelSpeed1Unit));
float stretchTarget = lerp(1.0, VelocityStretch, f);
float stretch = clamp(lerp(1.0, stretchTarget, wAlign), 0, 10);
o.texCoord = kUV[q];
o.texCoord.y /=TextureAtlasRowCount;
o.texCoord.y += TextureAtlasRowCount <= 1 ? 0: (floor(stretch*1.5)/TextureAtlasRowCount);
o.stretch = -stretch * 0.02; // Stretch factor for pill shape
float thickness = 0.5 * baseSize.x;
float lengthHx = 0.5 * baseSize.y * stretch;
float2 offset = corner.x * thickness * per + corner.y * lengthHx * dir;
float4 camQuad = cam;
camQuad.xy += offset;
o.position = mul(camQuad, CameraToClipSpace);
// Field & fog
o.color *= GetField(w);
o.fog = pow(saturate(-cam.z / FogDistance), FogBias);
return o;
}
inline float SharpS(float x, float strength)
{
float p = exp2(strength * 10.0);
return x < 0.5
? 0.5 * pow(2.0 * x, p)
: 1.0 - 0.5 * pow(2.0 * (1.0 - x), p);
}
float4 psMain(psInput i) : SV_TARGET
{
float2 uv = i.texCoord;
// Stretch into pull shape
uv.x = saturate( SharpS(uv.x, i.stretch));
// Stretching the borders will switch to next mipmap level causing flickering,
// so we sample a fixed level.
float4 tex = texture2.SampleLevel(ClampedSampler, uv, 0);
float4 col = i.color * tex;
if (CutOffTransparent > 0.0 && col.a < CutOffTransparent)
discard;
col.rgb = lerp(col.rgb, 0.0.xxx, i.fog);
return col;
}