mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-04-28 12:27:59 +03:00
332 lines
No EOL
11 KiB
HLSL
332 lines
No EOL
11 KiB
HLSL
@prism(type='hlsl', name='Fast3D HLSL Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team')
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@if(o_root_signature)
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@if(o_textures[0])
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#define RS "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS), CBV(b0, visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL)"
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@end
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@if(o_textures[1])
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#define RS "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS), CBV(b0, visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(SRV(t1), visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(Sampler(s1), visibility = SHADER_VISIBILITY_PIXEL)"
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@end
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@end
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struct PSInput {
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float4 position : SV_POSITION;
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@for(i in 0..2)
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@if(o_textures[i])
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float2 uv@{i} : TEXCOORD@{i};
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@{update_floats(2)}
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@for(j in 0..2)
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@if(o_clamp[i][j])
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@if(j == 0)
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float texClampS@{i} : TEXCLAMPS@{i};
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@else
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float texClampT@{i} : TEXCLAMPT@{i};
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@end
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@{update_floats(1)}
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@end
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@end
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@end
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@end
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@if(o_fog)
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float4 fog : FOG;
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@{update_floats(4)}
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@end
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@if(o_grayscale)
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float4 grayscale : GRAYSCALE;
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@{update_floats(4)}
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@end
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@for(i in 0..o_inputs)
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@if(o_alpha)
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float4 input@{i + 1} : INPUT@{i};
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@{update_floats(4)}
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@else
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float3 input@{i + 1} : INPUT@{i};
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@{update_floats(3)}
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@end
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@end
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};
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@if(o_textures[0])
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Texture2D g_texture0 : register(t0);
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SamplerState g_sampler0 : register(s0);
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@end
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@if(o_textures[1])
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Texture2D g_texture1 : register(t1);
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SamplerState g_sampler1 : register(s1);
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@end
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@if(o_masks[0]) Texture2D g_textureMask0 : register(t2);
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@if(o_masks[1]) Texture2D g_textureMask1 : register(t3);
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@if(o_blend[0]) Texture2D g_textureBlend0 : register(t4);
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@if(o_blend[1]) Texture2D g_textureBlend1 : register(t5);
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cbuffer PerFrameCB : register(b0) {
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uint noise_frame;
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float noise_scale;
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}
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float random(in float3 value) {
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float random = dot(value, float3(12.9898, 78.233, 37.719));
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return frac(sin(random) * 143758.5453);
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}
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// 3 point texture filtering
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// Original author: ArthurCarvalho
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// Based on GLSL implementation by twinaphex, mupen64plus-libretro project.
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@if(o_three_point_filtering && o_textures[0] || o_textures[1])
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cbuffer PerDrawCB : register(b1) {
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struct {
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uint width;
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uint height;
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bool linear_filtering;
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} textures[2];
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}
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#define TEX_OFFSET(tex, tSampler, texCoord, off, texSize) tex.Sample(tSampler, texCoord - off / texSize)
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float4 tex2D3PointFilter(in Texture2D tex, in SamplerState tSampler, in float2 texCoord, in float2 texSize) {
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float2 offset = frac(texCoord * texSize - float2(0.5, 0.5));
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offset -= step(1.0, offset.x + offset.y);
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float4 c0 = TEX_OFFSET(tex, tSampler, texCoord, offset, texSize);
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float4 c1 = TEX_OFFSET(tex, tSampler, texCoord, float2(offset.x - sign(offset.x), offset.y), texSize);
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float4 c2 = TEX_OFFSET(tex, tSampler, texCoord, float2(offset.x, offset.y - sign(offset.y)), texSize);
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return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
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}
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@end
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PSInput VSMain(
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float4 position : POSITION
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@for(i in 0..2)
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@if(o_textures[i])
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, float2 uv@{i} : TEXCOORD@{i}
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@end
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@for(j in 0..2)
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@if(o_clamp[i][j])
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@if(j == 0)
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, float texClampS@{i} : TEXCLAMPS@{i}
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@else
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, float texClampT@{i} : TEXCLAMPT@{i}
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@end
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@end
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@end
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@end
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@if(o_fog)
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, float4 fog : FOG
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@end
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@if(o_grayscale)
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, float4 grayscale : GRAYSCALE
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@end
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@for(i in 0..o_inputs)
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@if(o_alpha)
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, float4 input@{i + 1} : INPUT@{i}
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@else
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, float3 input@{i + 1} : INPUT@{i}
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@end
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@end
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) {
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PSInput result;
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result.position = position;
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@for(i in 0..2)
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@if(o_textures[i])
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result.uv@{i} = uv@{i};
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@for(j in 0..2)
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@if(o_clamp[i][j])
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@if(j == 0)
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result.texClampS@{i} = texClampS@{i};
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@else
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result.texClampT@{i} = texClampT@{i};
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@end
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@end
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@end
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@end
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@end
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@if(o_fog)
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result.fog = fog;
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@end
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@if(o_grayscale)
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result.grayscale = grayscale;
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@end
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@for(i in 0..o_inputs)
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@if(o_alpha)
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result.input@{i + 1} = input@{i + 1};
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@else
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result.input@{i + 1} = float4(input@{i + 1}, 1.0);
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@end
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@end
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return result;
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}
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@if(o_root_signature)
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[RootSignature(RS)]
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@end
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@if(srgb_mode)
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float4 fromLinear(float4 linearRGB){
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bool3 cutoff = linearRGB.rgb < float3(0.0031308, 0.0031308, 0.0031308);
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float3 higher = 1.055 * pow(linearRGB.rgb, float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) - float3(0.055, 0.055, 0.055);
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float3 lower = linearRGB.rgb * float3(12.92, 12.92, 12.92);
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return float4(lerp(higher, lower, cutoff), linearRGB.a);
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}
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@end
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#define MOD(x, y) ((x) - (y) * floor((x)/(y)))
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#define WRAP(x, low, high) MOD((x)-(low), (high)-(low)) + (low)
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float4 PSMain(PSInput input, float4 screenSpace : SV_Position) : SV_TARGET {
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@for(i in 0..2)
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@if(o_textures[i])
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float2 tc@{i} = input.uv@{i};
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@{s = o_clamp[i][0]}
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@{t = o_clamp[i][1]}
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@if(s && t)
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int2 texSize@{i};
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g_texture@{i}.GetDimensions(texSize@{i}.x, texSize@{i}.y);
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@if(s && t)
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tc@{i} = clamp(tc@{i}, 0.5 / texSize@{i}, float2(input.texClampS@{i}, input.texClampT@{i}));
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@elseif(s)
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tc@{i} = float2(clamp(tc@{i}.x, 0.5 / texSize@{i}.x, input.texClampS@{i}), tc@{i}.y);
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@else
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tc@{i} = float2(tc@{i}.x, clamp(tc@{i}.y, 0.5 / texSize@{i}.y, input.texClampT@{i}));
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@end
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@end
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@if(o_three_point_filtering)
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float4 texVal@{i};
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if (textures[@{i}].linear_filtering) {
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@if(o_masks[i])
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texVal@{i} = tex2D3PointFilter(g_texture@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height));
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float2 maskSize@{i};
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g_textureMask@{i}.GetDimensions(maskSize@{i}.x, maskSize@{i}.y);
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float4 maskVal@{i} = tex2D3PointFilter(g_textureMask@{i}, g_sampler@{i}, tc@{i}, maskSize@{i});
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@if(o_blend[i])
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float4 blendVal@{i} = tex2D3PointFilter(g_textureBlend@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height));
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@else
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float4 blendVal@{i} = float4(0, 0, 0, 0);
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@end
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texVal@{i} = lerp(texVal@{i}, blendVal@{i}, maskVal@{i}.a);
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@else
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texVal@{i} = tex2D3PointFilter(g_texture@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height));
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@end
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} else {
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texVal@{i} = g_texture@{i}.Sample(g_sampler@{i}, tc@{i});
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@if(o_masks[i])
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@if(o_blend[i])
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float4 blendVal@{i} = g_textureBlend@{i}.Sample(g_sampler@{i}, tc@{i});
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@else
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float4 blendVal@{i} = float4(0, 0, 0, 0);
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@end
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texval@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a);
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@end
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}
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@else
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float4 texVal@{i} = g_texture@{i}.Sample(g_sampler@{i}, tc@{i});
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@if(o_masks[i])
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@if(o_blend[i])
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float4 blendVal@{i} = g_textureBlend@{i}.Sample(g_sampler@{i}, tc@{i});
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@else
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float4 blendVal@{i} = float4(0, 0, 0, 0);
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@end
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texVal@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a);
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@end
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@end
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@end
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@end
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@if(o_alpha)
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float4 texel;
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@else
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float3 texel;
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@end
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@if(o_2cyc)
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@{f_range = 2}
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@else
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@{f_range = 1}
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@end
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@for(c in 0..f_range)
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@if(c == 1)
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@if(o_alpha)
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@if(o_c[c][1][2] == SHADER_COMBINED)
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texel.a = WRAP(texel.a, -1.01, 1.01);
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@else
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texel.a = WRAP(texel.a, -0.51, 1.51);
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@end
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@end
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@if(o_c[c][0][2] == SHADER_COMBINED)
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texel.rgb = WRAP(texel.rgb, -1.01, 1.01);
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@else
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texel.rgb = WRAP(texel.rgb, -0.51, 1.51);
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@end
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@end
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@if(!o_color_alpha_same[c] && o_alpha)
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texel = float4(@{
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append_formula(o_c[c], o_do_single[c][0],
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o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0)
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}, @{append_formula(o_c[c], o_do_single[c][1],
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o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0)
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});
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@else
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texel = @{append_formula(o_c[c], o_do_single[c][0],
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o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false,
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o_alpha, c == 0)};
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@end
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@end
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@if(o_texture_edge && o_alpha)
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if (texel.a > 0.19) texel.a = 1.0; else discard;
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@end
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texel = WRAP(texel, -0.51, 1.51);
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texel = clamp(texel, 0.0, 1.0);
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// TODO discard if alpha is 0?
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@if(o_fog)
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@if(o_alpha)
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texel = float4(lerp(texel.rgb, input.fog.rgb, input.fog.a), texel.a);
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@else
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texel = lerp(texel, input.fog.rgb, input.fog.a);
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@end
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@end
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@if(o_grayscale)
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float intensity = (texel.r + texel.g + texel.b) / 3.0;
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float3 new_texel = input.grayscale.rgb * intensity;
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texel.rgb = lerp(texel.rgb, new_texel, input.grayscale.a);
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@end
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@if(o_alpha && o_noise)
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float2 coords = screenSpace.xy * noise_scale;
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texel.a *= round(saturate(random(float3(floor(coords), noise_frame)) + texel.a - 0.5));
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@end
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@if(o_alpha)
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@if(o_alpha_threshold)
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if (texel.a < 8.0 / 256.0) discard;
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@end
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@if(o_invisible)
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texel.a = 0.0;
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@end
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@if(srgb_mode)
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return fromLinear(texel);
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@else
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return texel;
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@end
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@else
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@if(srgb_mode)
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return fromLinear(float4(texel, 1.0));
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@else
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return float4(texel, 1.0);
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@end
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@end
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} |