118 lines
2.6 KiB
HLSL
118 lines
2.6 KiB
HLSL
#include "shared/hash-functions.hlsl"
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#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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#include "shared/bias-functions.hlsl"
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/*{ADDITIONAL_INCLUDES}*/
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cbuffer FloatParams : register(b0)
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{
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float3 Offset;
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float A;
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float B;
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float C;
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float D;
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float Time;
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float2 GainAndBias;
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}
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cbuffer FloatParams : register(b1)
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{
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/*{FLOAT_PARAMS}*/
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}
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cbuffer IntParams : register(b2)
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{
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uint TotalCount;
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int2 TexSize;
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}
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StructuredBuffer<Point> SourcePoints : register(t0);
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Texture2D<float4> Image : register(t1);
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Texture2D<float4> Gradient : register(t2);
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RWStructuredBuffer<Point> ResultPoints : register(u0);
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sampler Sampler : register(s0);
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sampler ClampedSampler : register(s1);
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static const float3 Center=Offset;
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//=== Additional Resources ==========================================
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/*{RESOURCES(t3)}*/
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//=== Global functions ==============================================
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/*{GLOBALS}*/
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//=== Field functions ===============================================
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/*{FIELD_FUNCTIONS}*/
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//-------------------------------------------------------------------
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float4 GetField(float4 p)
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{
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float4 f = 1;
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/*{FIELD_CALL}*/
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return f;
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}
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inline float GetDistance(float3 p3)
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{
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return GetField(float4(p3.xyz, 0)).w;
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}
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float3 GetFieldNormal(float3 p, float d=0.001)
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{
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return normalize(
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GetDistance(p + float3(d, -d, -d)) * float3(1, -1, -1) +
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GetDistance(p + float3(-d, d, -d)) * float3(-1, 1, -1) +
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GetDistance(p + float3(-d, -d, d)) * float3(-1, -1, 1) +
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GetDistance(p + float3(d, d, d)) * float3(1, 1, 1));
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}
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//===================================================================
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//- DEFINES ------------------------------------
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/*{defines}*/
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//----------------------------------------------
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float Biased(float f){return ApplyGainAndBias(f, GainAndBias);}
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float4 SampleGradient(float f){return Gradient.SampleLevel(ClampedSampler, float2(f, 0.5), 0);}
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[numthreads(64,1,1)]
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void main(uint3 DTId : SV_DispatchThreadID)
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{
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uint idx = DTId.x;
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uint i=idx;
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uint numStructs, stride;
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SourcePoints.GetDimensions(numStructs, stride);
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if(idx >= TotalCount) {
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return;
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}
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float f = TotalCount<=1 ? 0 : (idx / (float)(TotalCount-1));
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Point p = (Point)0;
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if(numStructs>0){
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p = SourcePoints[(idx)%numStructs];
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}else{
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p.Position=float3(0,0,0);
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p.FX1=1.0;
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p.Rotation=float4(0,0,0,1);
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p.Color=float4(1,1,1,1);
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p.Scale=float3(1,1,1);
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p.FX2=1.0;
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}
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{
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//- METHOD -------------------------------------
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/*{method}*/
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//----------------------------------------------
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}
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ResultPoints[idx] = p;
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}
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