108 lines
2.8 KiB
HLSL
108 lines
2.8 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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#include "shared/hash-functions.hlsl"
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static const float3 Corners[] =
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{
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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(1, 1, 0),
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float3(-1, 1, 0),
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float3(-1, -1, 0),
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};
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cbuffer Transforms : register(b0)
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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 Params : register(b2)
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{
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float4 Color;
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float2 Stretch;
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float2 Offset;
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float Size;
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float UseWForSize;
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float __padding;
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float Rotate;
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float3 RotateAxis;
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float TextureCellsX;
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float TextureCellsY;
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float AtlasMode;
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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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};
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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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int quadIndex = id % 6;
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int particleId = id / 6;
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float3 cornerFactors = Corners[quadIndex];
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Point p = Points[particleId];
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float2 atlasResolution = 1. / float2(TextureCellsX, TextureCellsY);
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float atlasRatio = (float)TextureCellsX / TextureCellsY;
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// axis.xy = (axis.xy + Offset) * Stretch;
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// axis.z = 0;
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// float4 rotation = qMul(normalize(p.Rotation), qFromAngleAxis((Rotate + 180) / 180 * PI, RotateAxis));
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float4 rotation = p.Rotation;
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float3 axis = float3((cornerFactors.xy + Offset) * Stretch, 0);
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axis = qRotateVec3(axis, rotation) * Size * lerp(1, p.FX1, UseWForSize);
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float3 pInObject = p.Position + axis;
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output.position = mul(float4(pInObject, 1), ObjectToClipSpace);
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output.texCoord = cornerFactors.xy / 2 + 0.5;
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int randomParticleId = AtlasMode < 0.5 ? (int)(hash11((particleId + 13.2) * 123.17) * 12345.3)
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: particleId % int(TextureCellsX * TextureCellsY + 0.1);
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float textureCelX = (float)randomParticleId % (TextureCellsX);
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float textureCelY = (int)(((float)randomParticleId / TextureCellsX) % (float)(TextureCellsY));
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// output.texCoord = float2(textureCelX, textureCelY) * 1;
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output.texCoord *= atlasResolution;
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output.texCoord += atlasResolution * float2(textureCelX, textureCelY);
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output.color = Color * p.Color;
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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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// return float4(input.texCoord, 0,1);
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float4 imgColor = texture2.Sample(texSampler, input.texCoord);
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float4 color = input.color * imgColor;
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return clamp(float4(color.rgb, color.a), 0, float4(100, 100, 100, 1));
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}
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