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

145 lines
3.6 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/point-light.hlsl"
static const float3 Corners[] =
{
float3(-1, -1, 0),
float3(1, -1, 0),
float3(1, 1, 0),
float3(1, 1, 0),
float3(-1, 1, 0),
float3(-1, -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 Params : register(b1)
{
float4 Color;
float PointSize;
float CutOffTransparent;
float FadeNearest;
};
cbuffer IntParams : register(b2)
{
int SegmentCount;
int ScaleFX;
int UsePointScale;
};
cbuffer FogParams : register(b3)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
// For shader graph params
cbuffer Params : register(b4)
{
/*{FLOAT_PARAMS}*/
}
struct psInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD;
float fog : FOG;
};
sampler WrappedSampler : register(s0);
sampler ClampedSampler : register(s1);
StructuredBuffer<Point> Points : register(t0);
Texture2D<float4> texture2 : register(t1);
//=== Global functions ==============================================
/*{GLOBALS}*/
//=== Additional Resources ==========================================
/*{RESOURCES(t2)}*/
//=== 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;
}
//===================================================================
psInput vsMain(uint id : SV_VertexID)
{
psInput output;
int quadIndex = id % 6;
int particleId = id / 6;
Point pointDef = Points[particleId];
// float4 aspect = float4(CameraToClipSpace[1][1] / CameraToClipSpace[0][0],1,1,1);
float3 quadPos = Corners[quadIndex];
output.texCoord = float2(0, 1) + (quadPos.xy * 0.5 + 0.5) * float2(1, -1);
float4 posInObject = float4(pointDef.Position, 1);
float4 quadPosInCamera = mul(posInObject, ObjectToCamera);
output.color = Color * Points[particleId].Color;
// Shrink too close particles
float4 posInCamera = mul(posInObject, ObjectToCamera);
float tooCloseFactor = saturate(-posInCamera.z / FadeNearest - 1);
output.color.a *= tooCloseFactor;
float sizeFxFactor = ScaleFX == 0
? 1
: (ScaleFX == 1) ? pointDef.FX1
: pointDef.FX2;
float2 s = PointSize * sizeFxFactor * (UsePointScale ? pointDef.Scale.xy : 1);
quadPosInCamera.xy += quadPos.xy * 0.10 * s;
output.position = mul(quadPosInCamera, CameraToClipSpace);
float4 posInWorld = mul(posInObject, ObjectToWorld);
output.color *= GetField(posInWorld);
// Fog
output.fog = pow(saturate(-posInCamera.z / FogDistance), FogBias);
return output;
}
float4 psMain(psInput input) : SV_TARGET
{
float4 textureCol = texture2.Sample(WrappedSampler, input.texCoord);
float4 col = input.color * textureCol;
if (col.a < CutOffTransparent)
discard;
col.rgb = lerp(col.rgb, FogColor.rgb, input.fog * FogColor.a);
return clamp(col, float4(0, 0, 0, 0), float4(1000, 1000, 1000, 1));
}