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

126 lines
3.1 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.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;
float2 Stretch;
float2 Offset;
float Size;
float WMappingScale;
float __padding;
float Rotate;
float3 RotateAxis;
float ApplyPointOrientaiton;
float AlphaCutOff;
float ApplyFog;
};
cbuffer FogParams : register(b2)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
struct psInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD;
float fog : VPOS;
};
sampler texSampler : register(s0);
StructuredBuffer<LegacyPoint> Points : t0;
Texture2D<float4> SpriteTexture : register(t1);
Texture2D<float4> ColorOverW : register(t2);
Texture2D<float> SizeOverW : register(t3);
psInput vsMain(uint id
: SV_VertexID)
{
psInput output;
float discardFactor = 1;
int quadIndex = id % 6;
int particleId = id / 6;
float3 cornerFactors = Corners[quadIndex];
LegacyPoint p = Points[particleId];
float3 axis = cornerFactors;
axis.xy = (axis.xy + Offset) * Stretch;
axis.z = 0;
float4 pRotation = p.Rotation;
if (ApplyPointOrientaiton < 0.5)
{
float3 cameraPos = float3(CameraToWorld._41, CameraToWorld._42, CameraToWorld._43);
pRotation = qLookAt(normalize(cameraPos - p.Position), float3(0, 1, 0));
}
// ApplyPointOrientaiton > 0.5 ? p.rotation : ;
float4 rotation = qMul(pRotation, qFromAngleAxis(Rotate / 180 * PI, RotateAxis));
float sizeFromW = isnan(p.W) ? 0 : SizeOverW.SampleLevel(texSampler, float2(p.W * WMappingScale, 0), 0);
axis = qRotateVec3(axis, rotation) * Size * sizeFromW;
float3 pInObject = p.Position + axis;
output.position = mul(float4(pInObject, 1), ObjectToClipSpace);
output.texCoord = cornerFactors.xy / 2 + 0.5;
output.color = Color * ColorOverW.SampleLevel(texSampler, float2(p.W * WMappingScale, 0), 0);
// Fog
if (FogDistance > 0)
{
float4 posInCamera = mul(float4(pInObject,1), ObjectToCamera);
float fog = pow(saturate(-posInCamera.z / FogDistance), FogBias);
output.fog = fog;
}
return output;
}
float4 psMain(psInput input) : SV_TARGET
{
float4 imgColor = SpriteTexture.Sample(texSampler, input.texCoord);
if (AlphaCutOff > 0 && imgColor.a < AlphaCutOff)
{
discard;
}
float4 color = input.color * imgColor;
if (ApplyFog > 0.5)
{
color.rgb = lerp(color.rgb, FogColor.rgb, input.fog * FogColor.a);
}
return clamp(float4(color.rgb, color.a), 0, float4(1, 100, 100, 100));
}