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

96 lines
2.1 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/SpriteDef.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 __padding;
float3 Center;
}
StructuredBuffer<LegacyPoint> Points : t0;
StructuredBuffer<SpriteDef> InputSprites : t1;
RWStructuredBuffer<SpriteDef> ResultSprites : u0; // output1
//RWStructuredBuffer<SpriteDef> ResultSprites : u0; // output2
Texture2D<float4> InputTexture : register(t2);
sampler texSampler : register(s0);
[numthreads(256,4,1)]
void main(uint3 i : SV_DispatchThreadID)
{
uint index = i.x;
uint spriteCount, _;
InputSprites.GetDimensions(spriteCount,_);
uint texWidth, texHeight;
InputTexture.GetDimensions(texWidth, texHeight);
float aspectRatio = (float)texWidth / texHeight;
//if(i.x >= spriteCount)
// return;
LegacyPoint P = Points[index];
float3 pos = P.Position;
pos -= Center;
pos.x /= aspectRatio;
pos/= 2;
float3 posInObject = mul(float4(pos.xyz,0), WorldToObject).xyz;
float2 uv = posInObject.xy * float2(1,-1) + float2(0.5, 0.5);
float4 c = InputTexture.SampleLevel(texSampler, uv, 0.0);
c.a = 1;
//c.rgb = pos;
ResultSprites[i.x].Color = c;
ResultSprites[i.x].Size = 0.1;
ResultSprites[i.x].Pivot =0;
ResultSprites[i.x].UvMin =0;
ResultSprites[i.x].UvMax =1;
}