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

105 lines
2.7 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
static const float4 Factors[] =
{
// x y z w
float4(0, 0, 0, 0), // 0 nothing
float4(1, 0, 0, 0), // 1 for x
float4(0, 1, 0, 0), // 2 for y
float4(0, 0, 1, 0), // 3 for z
float4(0, 0, 0, 1), // 4 for w
float4(0, 0, 0, 0), // avoid rotation effects
};
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)
{
float DisplaceAmount;
float DisplaceOffset;
float Twist;
float SampleRadius;
float3 Center;
}
//StructuredBuffer<LegacyPoint> Points : t0;
RWStructuredBuffer<LegacyPoint> Points : u0; // output
Texture2D<float4> DisplaceMap : register(t1);
sampler texSampler : register(s0);
[numthreads(256,4,1)]
void main(uint3 i : SV_DispatchThreadID)
{
uint index = i.x;
LegacyPoint P = Points[index];
float3 pos = P.Position;
pos -= Center;
float3 posInObject = mul(float4(pos.xyz,0), WorldToObject).xyz;
//float3 posInObject = pos.xyz;
float2 uv = posInObject.xy * float2(1,-1) + float2(0.5, 0.5);
float4 c = DisplaceMap.SampleLevel(texSampler, uv , 0.0);
float gray = (c.r + c.g + c.b)/3;
float displaceMapWidth, displaceMapHeight;
DisplaceMap.GetDimensions(displaceMapWidth, displaceMapHeight);
int dSamples=2;
float radius2 = 2;
float sx = SampleRadius / displaceMapWidth;
float sy = SampleRadius / displaceMapHeight;
// Points[index].position += float3(0, 0, 0.01 * gray);
// return;
float padding = 1;
float2 d = 0;
float4 cx1= DisplaceMap.SampleLevel(texSampler, float2(uv.x + sx, uv.y), 0) * padding;
float x1= (cx1.r + cx1.g + cx1.b) / 3;
float4 cx2= DisplaceMap.SampleLevel(texSampler, float2(uv.x - sx, uv.y), 0) * padding;
float x2= (cx2.r + cx2.g + cx2.b) / 3;
float4 cy1= DisplaceMap.SampleLevel(texSampler, float2(uv.x, uv.y + sy), 0)*padding;
float y1= (cy1.r + cy1.g + cy1.b) / 3;
float4 cy2= DisplaceMap.SampleLevel(texSampler, float2(uv.x, uv.y - sy), 0)*padding;
float y2= (cy2.r + cy2.g + cy2.b) / 3;
d += float2( (x1-x2) , (y1-y2));
d.y *= -1;
float a = (d.x == 0 && d.y==0) ? 0 : atan2(d.x, d.y) + Twist / 180 * 3.14158;
float2 direction = float2( sin(a), cos(a));
float len = length(d);
if(len > 0.0001)
Points[index].Position += float3(direction * DisplaceAmount/100,0);
}