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

99 lines
2.6 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
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)
{
float3 Position;
float __padding;
float3 Size;
}
StructuredBuffer<LegacyPoint> SourcePoints : t0;
RWStructuredBuffer<LegacyPoint> ResultPoints : u0;
float4 GetBias(float4 x, float bias)
{
return x / ((1 / bias - 2) * (1 - x) + 1);
}
float4 GetSchlickBias(float4 x, float gain)
{
return x < 0.5 ? GetBias(x * 2.0, gain)/2.0
: GetBias(x * 2.0 - 1.0,1.0 - gain)/2.0 + 0.5;
}
// float3 fmod(float3 x, float3 y) {
// return (x - y * floor(x / y));
// }
[numthreads(64,1,1)]
void main(uint3 i : SV_DispatchThreadID)
{
uint numStructs, stride;
SourcePoints.GetDimensions(numStructs, stride);
if(i.x >= numStructs) {
//ResultPoints[i.x].w = 0 ;
return;
}
// float rand = (i.x + 0.5) * 1.431 + 111 + floor(Seed+0.5) * 37.1;
// float4 hash4 = hash42(rand);
// hash4 = GetSchlickBias(hash4, clamp(Bias, 0.001, 0.999)) * 2 -1;
// //float4 hashRot = (hash42( i.x * 1.431 + 237 + floor(Seed+ 0.5) * 117.1) * 2 -1);
// float4 hashRot = hash42( float2(rand, 23.1));
// float4 rot = SourcePoints[i.x].rotation;
// float3 offset = hash4.xyz * RandomizePosition * Amount;
// if (UseLocalSpace > 1.5)
// {
// offset = qRotateVec3(offset, rot);
// offset = mul( float4(offset,0), WorldToObject);
// }
// else if(UseLocalSpace < 0.5)
// {
// offset = qRotateVec3(offset, rot);
// }
// ResultPoints[i.x].position = SourcePoints[i.x].position + offset;
// float3 randomRotate = hashRot.xyz * (RandomizeRotation / 180 * PI) * Amount;
// rot = normalize(qMul(rot, qFromAngleAxis(randomRotate.x * Offset, float3(1,0,0))));
// rot = normalize(qMul(rot, qFromAngleAxis(randomRotate.y * Offset, float3(0,1,0))));
// rot = normalize(qMul(rot, qFromAngleAxis(randomRotate.z * Offset, float3(0,0,1))));
// ResultPoints[i.x].rotation = rot;
ResultPoints[i.x] = SourcePoints[i.x];
float3 a = (SourcePoints[i.x].Position - Position + Size/2);
float3 newPosition = mod(a, Size) - Size/2 + Position;
ResultPoints[i.x].Position = newPosition;
}