Files
aya/client/common/shaders/source/adorn.hlsl
2025-12-17 16:47:48 +00:00

250 lines
6.5 KiB
HLSL

#include "common.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float3 Normal : NORMAL0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
float FogFactor : TEXCOORD1;
};
struct AALineVertexOutput
{
float4 HPosition : POSITION;
float4 Position : TEXCOORD1;
float4 Color : COLOR0;
float FogFactor : COLOR1;
float4 Start : TEXCOORD2;
float4 End : TEXCOORD3;
};
struct OutlineVertexOutput
{
float4 HPosition : POSITION;
float4 Color : COLOR0;
float4 Position : TEXCOORD0;
float4 CenterRadius : TEXCOORD1;
};
WORLD_MATRIX(WorldMatrix);
uniform float4 Color;
// pixel info is for AA line
// x -> Fov * 0.5f / screenSize.y;
// y -> ScreenWidth
// z -> ScreenWidth / ScreenHeight
// w -> Line thickness
uniform float4 PixelInfo;
VertexOutput AdornSelfLitVSGeneric(Appdata IN, float ambient)
{
VertexOutput OUT = (VertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
float3 light = normalize(G(CameraPosition).xyz - position.xyz);
float ndotl = saturate(dot(normal, light));
float lighting = ambient + (1 - ambient) * ndotl;
float specular = pow(ndotl, 64.0);
OUT.HPosition = mul(G(ViewProjection), mul(WorldMatrix, IN.Position));
OUT.Uv = IN.Uv;
OUT.Color = float4(Color.rgb * lighting + specular, Color.a);
OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
return OUT;
}
VertexOutput AdornSelfLitVS(Appdata IN)
{
return AdornSelfLitVSGeneric(IN, 0.5f);
}
VertexOutput AdornSelfLitHighlightVS(Appdata IN)
{
return AdornSelfLitVSGeneric(IN, 0.75f);
}
VertexOutput AdornVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
#ifdef PIN_LIGHTING
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
float ndotl = dot(normal, -G(Lamp0Dir));
float3 lighting = G(AmbientColor) + saturate(ndotl) * G(Lamp0Color) + saturate(-ndotl) * G(Lamp1Color);
#else
float3 lighting = 1;
#endif
OUT.HPosition = mul(G(ViewProjection), position);
OUT.Uv = IN.Uv;
OUT.Color = float4(Color.rgb * lighting, Color.a);
OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
return OUT;
}
TEX_DECLARE2D(DiffuseMap, 0);
float4 AdornPS(VertexOutput IN): COLOR0
{
float4 result = tex2D(DiffuseMap, IN.Uv) * IN.Color;
result.rgb = lerp(G(FogColor), result.rgb, saturate(IN.FogFactor));
return result;
}
AALineVertexOutput AdornAALineVS(Appdata IN)
{
AALineVertexOutput OUT = (AALineVertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
// line start and end position in world space
float4 startPosW = mul(WorldMatrix, float4(1, 0, 0, 1));
float4 endPosW = mul(WorldMatrix, float4(-1, 0, 0, 1));
// Compute view-space w
float w = dot(G(ViewProjection)[3], float4(position.xyz, 1.0f));
// radius in pixels + constant because line has to be little bit bigget to perform anti aliasing
float radius = PixelInfo.w + 2;
// scale the way that line has same size on screen
if (length(position - startPosW) < length(position - endPosW))
{
float w = dot(G(ViewProjection)[3], float4(startPosW.xyz, 1.0f));
float pixel_radius = radius * w * PixelInfo.x;
position.xyz = startPosW.xyz + normal * pixel_radius;
}
else
{
float w = dot(G(ViewProjection)[3], float4(endPosW.xyz, 1.0f));
float pixel_radius = radius * w * PixelInfo.x;
position.xyz = endPosW.xyz + normal * pixel_radius;
}
// output for PS
OUT.HPosition = mul(G(ViewProjection), position);
OUT.Position = OUT.HPosition;
OUT.Start = mul(G(ViewProjection), startPosW);
OUT.End = mul(G(ViewProjection), endPosW);
OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
// screen ratio
OUT.Position.y *= PixelInfo.z;
OUT.Start.y *= PixelInfo.z;
OUT.End.y *= PixelInfo.z;
return OUT;
}
float4 AdornAALinePS(AALineVertexOutput IN): COLOR0
{
IN.Position /= IN.Position.w ;
IN.Start /= IN.Start.w;
IN.End /= IN.End.w;
float4 result = 1;
float2 lineDir = normalize(IN.End.xy - IN.Start.xy);
float2 fragToPoint = IN.Position.xy - IN.Start.xy;
// tips of the line are not Anti-Aliesed, they are just cut
// discard as soon as we can
float startDist = dot(lineDir, fragToPoint);
float endDist = dot(lineDir, -IN.Position.xy + IN.End.xy);
if (startDist < 0)
discard;
if (endDist < 0)
discard;
float2 perpLineDir = float2(lineDir.y, -lineDir.x);
float dist = abs(dot(perpLineDir, fragToPoint));
// high point serves to compute the function which is described bellow.
float highPoint = 1 + (PixelInfo.w - 1) * 0.5;
// this is function that has this shape /¯¯¯\, it is symetric, centered around 0 on X axis
// slope parts are +- 45 degree and are 1px thick. Area of the shape sums to line thickness in pixels
// funtion for 1px would be /\, func for 2px is /¯\ and so on...
result.a = saturate(highPoint - (dist * 0.5 * PixelInfo.y));
result *= Color;
// convert to sRGB, its not perfect for non-black backgrounds, but its the best we can get
result.a = pow( saturate(1 - result.a), 1/2.2);
result.a = 1 - result.a;
result.rgb = lerp(G(FogColor), result.rgb, saturate(IN.FogFactor));
return result;
}
OutlineVertexOutput AdornOutlineVS(Appdata IN)
{
OutlineVertexOutput OUT = (OutlineVertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
OUT.HPosition = mul(G(ViewProjection), position);
OUT.Color = Color;
OUT.Position = position;
OUT.CenterRadius = float4(mul(WorldMatrix, float4(0, 0, 0, 1)).xyz, length(mul(WorldMatrix, float4(1, 0, 0, 0))));
return OUT;
}
float4 AdornOutlinePS(OutlineVertexOutput IN): COLOR0
{
float3 rayO = IN.Position.xyz - IN.CenterRadius.xyz;
float3 rayD = normalize(IN.Position.xyz - G(CameraPosition));
// magnitude(rayO + t * rayD) = radius
// t^2 + bt + c = radius
float thickness = 1;
float r0 = IN.CenterRadius.w;
float r1 = max(0, IN.CenterRadius.w - thickness);
float b = 2 * dot(rayO, rayD);
float c0 = dot(rayO, rayO) - r0 * r0;
float c1 = dot(rayO, rayO) - r1 * r1;
if (b * b < 4 * c0)
discard;
if (b * b > 4 * c1)
discard;
return IN.Color;
}