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

82 lines
2.3 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
cbuffer FloatParams : register(b0)
{
float3 Target;
float Amount;
float3 UpVector;
}
cbuffer IntParams : register(b1)
{
int UseWAsWeight;
int Flip;
int AmountFactor;
int OrientationMode; // 0 = Look at Center, 2 = screen space, 3 = Billboard to camera
}
cbuffer Transforms : register(b2)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
StructuredBuffer<Point> SourcePoints : t0;
RWStructuredBuffer<Point> ResultPoints : u0;
[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
{
uint numStructs, stride;
SourcePoints.GetDimensions(numStructs, stride);
if (i.x >= numStructs)
{
return;
}
Point p = SourcePoints[i.x];
p.Position = p.Position;
float strength = Amount * (AmountFactor == 0
? 1
: (AmountFactor == 1) ? p.FX1
: p.FX2);
float sign = Flip > 0.5 ? -1 : 1;
switch (OrientationMode) {
case 0: // Center
float4 newRot = qLookAt(normalize(Target - p.Position) * sign, normalize(UpVector));
float3 forward = qRotateVec3(float3(0, 0, 1), newRot);
float4 alignment = qFromAngleAxis(3.141578, forward);
newRot = qMul(alignment, newRot);
p.Rotation = normalize(qSlerp(normalize(p.Rotation), normalize(newRot), strength));
break;
case 1: // Screen
p.Rotation = normalize(qSlerp(p.Rotation,qFromMatrix3((float3x3)WorldToCamera), strength));
break;
case 2: // Billboard to camera
float3 up=mul(float3(0,-1,0),(float3x3)CameraToWorld);
float3 dir=normalize(p.Position-CameraToWorld[3].xyz);
p.Rotation = normalize(qSlerp(p.Rotation, qLookAt(-dir,up), strength));
break;
}
ResultPoints[i.x] = p;
}