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

105 lines
3.0 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 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;
float __padding;
float3 Center;
}
// StructuredBuffer<Point> Points : t0;
RWStructuredBuffer<Point> ResultPoints : u0; // output
Texture2D<float4> inputTexture : register(t0);
sampler texSampler : register(s0);
[numthreads(256, 4, 1)] void main(uint3 i
: SV_DispatchThreadID)
{
uint index = i.x;
Point P = ResultPoints[index];
float3 pos = P.Position;
pos -= Center;
float3 posInObject = mul(float4(pos.xyz, 0), WorldToObject).xyz;
float4 c = inputTexture.SampleLevel(texSampler, posInObject.xy * float2(1, -1) + float2(0.5, 0.5), 0.0);
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 = P.Position + float3(ff.xyz);
P.FX1 = P.FX1 + ff.w;
float4 rot = P.Rotation;
P.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[index] = P;
}