105 lines
3.0 KiB
HLSL
105 lines
3.0 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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static const float4 Factors[] =
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{
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// x y z w
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float4(0, 0, 0, 0), // 0 nothing
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float4(1, 0, 0, 0), // 1 for x
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float4(0, 1, 0, 0), // 2 for y
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float4(0, 0, 1, 0), // 3 for z
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float4(0, 0, 0, 1), // 4 for w
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float4(0, 0, 0, 0), // avoid rotation effects
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};
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cbuffer Transforms : register(b0)
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{
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float4x4 CameraToClipSpace;
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float4x4 ClipSpaceToCamera;
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float4x4 WorldToCamera;
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float4x4 CameraToWorld;
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float4x4 WorldToClipSpace;
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float4x4 ClipSpaceToWorld;
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float4x4 ObjectToWorld;
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float4x4 WorldToObject;
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float4x4 ObjectToCamera;
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float4x4 ObjectToClipSpace;
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};
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cbuffer Params : register(b1)
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{
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float L;
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float LFactor;
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float LOffset;
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float R;
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float RFactor;
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float ROffset;
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float G;
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float GFactor;
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float GOffset;
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float B;
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float BFactor;
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float BOffset;
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// float A;
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// float AFactor;
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// float AOffset;
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float __padding;
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float3 Center;
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}
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// StructuredBuffer<Point> Points : t0;
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RWStructuredBuffer<Point> ResultPoints : u0; // output
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Texture2D<float4> inputTexture : register(t0);
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sampler texSampler : register(s0);
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[numthreads(256, 4, 1)] void main(uint3 i
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: SV_DispatchThreadID)
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{
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uint index = i.x;
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Point P = ResultPoints[index];
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float3 pos = P.Position;
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pos -= Center;
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float3 posInObject = mul(float4(pos.xyz, 0), WorldToObject).xyz;
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float4 c = inputTexture.SampleLevel(texSampler, posInObject.xy * float2(1, -1) + float2(0.5, 0.5), 0.0);
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float gray = (c.r + c.g + c.b) / 3;
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float4 ff =
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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);
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P.Position = P.Position + float3(ff.xyz);
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P.FX1 = P.FX1 + ff.w;
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float4 rot = P.Rotation;
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P.Rotation = P.Rotation;
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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);
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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);
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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);
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if (rotXFactor != 0)
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{
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rot = qMul(rot, qFromAngleAxis(rotXFactor, float3(1, 0, 0)));
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}
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if (rotYFactor != 0)
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{
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rot = qMul(rot, qFromAngleAxis(rotYFactor, float3(0, 1, 0)));
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}
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if (rotZFactor != 0)
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{
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rot = qMul(rot, qFromAngleAxis(rotZFactor, float3(0, 0, 1)));
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}
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P.Rotation = normalize(rot);
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ResultPoints[index] = P;
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} |