126 lines
3.1 KiB
HLSL
126 lines
3.1 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-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(b1)
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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 WMappingScale;
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float __padding;
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float Rotate;
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float3 RotateAxis;
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float ApplyPointOrientaiton;
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float AlphaCutOff;
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float ApplyFog;
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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 : VPOS;
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};
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sampler texSampler : register(s0);
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StructuredBuffer<LegacyPoint> Points : t0;
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Texture2D<float4> SpriteTexture : register(t1);
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Texture2D<float4> ColorOverW : register(t2);
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Texture2D<float> SizeOverW : register(t3);
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psInput vsMain(uint id
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: 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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LegacyPoint p = Points[particleId];
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float3 axis = cornerFactors;
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axis.xy = (axis.xy + Offset) * Stretch;
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axis.z = 0;
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float4 pRotation = p.Rotation;
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if (ApplyPointOrientaiton < 0.5)
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{
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float3 cameraPos = float3(CameraToWorld._41, CameraToWorld._42, CameraToWorld._43);
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pRotation = qLookAt(normalize(cameraPos - p.Position), float3(0, 1, 0));
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}
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// ApplyPointOrientaiton > 0.5 ? p.rotation : ;
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float4 rotation = qMul(pRotation, qFromAngleAxis(Rotate / 180 * PI, RotateAxis));
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float sizeFromW = isnan(p.W) ? 0 : SizeOverW.SampleLevel(texSampler, float2(p.W * WMappingScale, 0), 0);
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axis = qRotateVec3(axis, rotation) * Size * sizeFromW;
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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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output.color = Color * ColorOverW.SampleLevel(texSampler, float2(p.W * WMappingScale, 0), 0);
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// Fog
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if (FogDistance > 0)
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{
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float4 posInCamera = mul(float4(pInObject,1), ObjectToCamera);
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float fog = pow(saturate(-posInCamera.z / FogDistance), FogBias);
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output.fog = fog;
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}
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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 = SpriteTexture.Sample(texSampler, input.texCoord);
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if (AlphaCutOff > 0 && imgColor.a < AlphaCutOff)
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{
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discard;
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}
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float4 color = input.color * imgColor;
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if (ApplyFog > 0.5)
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{
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color.rgb = lerp(color.rgb, FogColor.rgb, input.fog * FogColor.a);
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}
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return clamp(float4(color.rgb, color.a), 0, float4(1, 100, 100, 100));
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}
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