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

118 lines
2.6 KiB
HLSL

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