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

140 lines
4.0 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/hash-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 L;
float LFactor;
float LOffset;
float R;
float RFactor;
float ROffset;
float G;
float GFactor;
float GOffset;
float B;
float BFactor;
float BOffset;
// float A;
// float AFactor;
// float AOffset;
float3 Center;
float __padding;
float Phase;
float Frequency;
float Amount;
float Variation;
float UseRemapCurve;
}
float3 GetNoise(float3 pos, float3 variation)
{
float3 noiseLookup = (pos * 0.91 + variation + Phase ) * Frequency;
return snoiseVec3(noiseLookup);
}
StructuredBuffer<LegacyPoint> Points : t0;
RWStructuredBuffer<LegacyPoint> ResultPoints : u0; // output
Texture2D<float4> remapCurveTexture : 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 variationOffset = hash31((float)(i.x%1234)/0.123 ) * Variation;
float3 c = GetNoise(P.Position + Center, variationOffset);
if(UseRemapCurve > 0.5)
{
//c *= 0.200;
c.r = (remapCurveTexture.SampleLevel(texSampler, float2(c.r/2+0.5, 0.5) , 0).r*2-1) * Amount / 100;
c.g = (remapCurveTexture.SampleLevel(texSampler, float2(c.g/2+0.5, 0.5) , 0).g*2-1) * Amount / 100;
c.b = (remapCurveTexture.SampleLevel(texSampler, float2(c.b/2+0.5, 0.5) , 0).b*2-1) * Amount / 100;
}
else {
c *= Amount / 100;
}
//c*= remapCurveTexture.SampleLevel(texSampler, float2(0.5,0.5) , 0);
float gray = (c.r + c.g + c.b)/3;
float4 ff =
Factors[(uint)clamp(L, 0, 5.1)] * (gray * LFactor + LOffset)
+ Factors[(uint)clamp(R, 0, 5.1)] * (c.r * RFactor + ROffset)
+ Factors[(uint)clamp(G, 0, 5.1)] * (c.g * GFactor + GOffset)
+ Factors[(uint)clamp(B, 0, 5.1)] * (c.b * BFactor + BOffset);
P.Position += float3(ff.xyz);
P.W = clamp(P.W + ff.w,0, 10000);
float4 rot = P.Rotation;
ResultPoints[index].Rotation = P.Rotation;
float rotXFactor = (R == 5 ? (c.r * RFactor + ROffset) : 0)
+ (G == 5 ? (c.g * GFactor + GOffset) : 0)
+ (B == 5 ? (c.b * BFactor + BOffset) : 0)
+ (L == 5 ? (gray * LFactor + LOffset) : 0);
float rotYFactor = (R == 6 ? (c.r * RFactor + ROffset) : 0)
+ (G == 6 ? (c.g * GFactor + GOffset) : 0)
+ (B == 6 ? (c.b * BFactor + BOffset) : 0)
+ (L == 6 ? (gray * LFactor + LOffset) : 0);
float rotZFactor = (R == 7 ? (c.r * RFactor + ROffset) : 0)
+ (G == 7 ? (c.g * GFactor + GOffset) : 0)
+ (B == 7 ? (c.b * BFactor + BOffset) : 0)
+ (L == 7 ? (gray * LFactor + LOffset) : 0);
if(rotXFactor != 0) { rot = qMul(rot, qFromAngleAxis(rotXFactor, float3(1,0,0))); }
if(rotYFactor != 0) { rot = qMul(rot, qFromAngleAxis(rotYFactor, float3(0,1,0))); }
if(rotZFactor != 0) { rot = qMul(rot, qFromAngleAxis(rotZFactor, float3(0,0,1))); }
P.Rotation = normalize(rot);
ResultPoints[i.x] = P;
}