135 lines
3.5 KiB
HLSL
135 lines
3.5 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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// struct Point
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// {
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// float3 position;
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// float size;
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// };
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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 UseWForWidth;
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float UseWForU;
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float WidthFactor;
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};
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cbuffer Transforms : register(b1)
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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(b2)
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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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float f = cornerFactors.x;
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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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if (isnan(pointA.Scale.x) || isnan(pointB.Scale.x))
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{
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output.position = 0;
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return output;
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}
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float4 forward = mul(float4(0, 0, -1, 0), CameraToWorld);
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forward = mul(float4(forward.xyz, 0), WorldToObject);
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float4 camUpInWorld = mul(float4(0, 1, 0, 0), CameraToWorld);
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float4 camUpInObject = mul(camUpInWorld, WorldToObject);
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float3 posInObject = f < 0.5 ? pointA.Position : pointB.Position;
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float3 posAInCamera = mul(float4(pointA.Position, 1), ObjectToCamera).xyz;
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float3 posBInCamera = mul(float4(pointB.Position, 1), ObjectToCamera).xyz;
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float4 lineInCamera = float4(posAInCamera - posBInCamera, 1);
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float3 forwardInCamera = float3(0, 0, -1);
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float3 lineCenterInCamera = lerp(posAInCamera, posBInCamera, 0.5);
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float3 sideInCamera = normalize(cross(lineCenterInCamera, lineInCamera.xyz));
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output.texCoord = float2(
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f,
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cornerFactors.y / 2 + 0.5);
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float4 posInCamera = mul(float4(posInObject, 1), ObjectToCamera);
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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 sizeFxFactor = WidthFactor < 0.5 ? 1 : ((WidthFactor < 1.5) ? pFx1 : pFx2);
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posInCamera.xyz += sideInCamera * Size * sizeFxFactor / 1000 * cornerFactors.y;
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output.position = mul(posInCamera, CameraToClipSpace);
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output.fog = pow(saturate(-posInCamera.z / FogDistance), FogBias);
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output.color = Color * (f < 0.5 ? pointA.Color : pointB.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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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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