refactor: remove some unneeded stuff
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@@ -1,6 +1,5 @@
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pub mod lines;
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pub mod model;
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// pub mod shaders;
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pub mod text;
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use self::{lines::Lines, model::Model, text::Text};
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@@ -1,5 +0,0 @@
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// Simula shader with fancy lanzcos sampling
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pub const UNLIT_SHADER_BYTES: &[u8] = include_bytes!("assets/shaders/shader_unlit_gamma.hlsl.sks");
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// Simula shader with fancy lanzcos sampling
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pub const PANEL_SHADER_BYTES: &[u8] = include_bytes!("assets/shaders/shader_unlit_simula.hlsl.sks");
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@@ -1,39 +0,0 @@
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#include "stereokit.hlsli"
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//--name = sk/unlit
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//--diffuse = white
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//--uv_offset = 0.0, 0.0
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//--uv_scale = 1.0, 1.0
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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float2 uv_scale;
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float2 uv_offset;
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struct vsIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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};
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struct psIn {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
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o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
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o.uv = (input.uv + uv_offset) * uv_scale;
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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float4 col = diffuse.Sample(diffuse_s, input.uv);
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col.rgb = pow(col.rgb, float3(2.2));
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return col;
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}
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@@ -1,119 +0,0 @@
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#include "stereokit.hlsli"
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// Port of https://github.com/SimulaVR/Simula/blob/master/addons/godot-haskell-plugin/TextShader.tres to StereoKit and HLSL.
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//--name = stardust/text_shader
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//--diffuse = white
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//--uv_offset = 0.0, 0.0
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//--uv_scale = 1.0, 1.0
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//--fcFactor = 1.0
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//--ripple = 4.0
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//--alpha_min = 0.0
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//--alpha_max = 1.0
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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float4 diffuse_i;
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float2 uv_scale;
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float2 uv_offset;
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float fcFactor;
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float ripple;
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float alpha_min;
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float alpha_max;
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struct vsIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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};
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struct psIn {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
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o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
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o.uv = (input.uv + uv_offset) * uv_scale;
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return o;
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}
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float map(float value, float min1, float max1, float min2, float max2) {
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return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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}
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// float gaussian(float x, float t) {
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// float PI = 3.14159265358;
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// return exp(-x*x/(2.0 * t*t))/(sqrt(2.0*PI)*t);
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// }
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float besselI0(float x) {
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return 1.0 + pow(x, 2.0) * (0.25 + pow(x, 2.0) * (0.015625 + pow(x, 2.0) * (0.000434028 + pow(x, 2.0) * (6.78168e-6 + pow(x, 2.0) * (6.78168e-8 + pow(x, 2.0) * (4.7095e-10 + pow(x, 2.0) * (2.40281e-12 + pow(x, 2.0) * (9.38597e-15 + pow(x, 2.0) * (2.8969e-17 + 7.24226e-20 * pow(x, 2.0))))))))));
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}
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float kaiser(float x, float alpha) {
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if (x > 1.0) {
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return 0.0;
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}
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return besselI0(alpha * sqrt(1.0-x*x));
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}
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float4 lowpassFilter(Texture2D tex, sampler2D texSampler, float2 uv, float alpha) {
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float PI = 3.14159265358;
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float4 q = float4(0.0);
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float2 dx_uv = ddx(uv);
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float2 dy_uv = ddy(uv);
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//float width = sqrt(max(dot(dx_uv, dx_uv), dot(dy_uv, dy_uv)));
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float2 width = abs(float2(dx_uv.x, dy_uv.y));
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float2 pixelWidth = floor(width * diffuse_i.xy);
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float2 aspectRatio = normalize(pixelWidth);
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float2 xyf = uv * diffuse_i.xy;
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int2 xy = int2(xyf);
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pixelWidth = clamp(pixelWidth, float2(1.0), float2(2.0));
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int2 start = xy - int2(pixelWidth);
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int2 end = xy + int2(pixelWidth);
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float4 outColor = float4(0.0);
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float qSum = 0.0;
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for (int v = start.y; v <= end.y; v++) {
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for (int u = start.x; u <= end.x; u++) {
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float kx = fcFactor * (xyf.x - float(u))/pixelWidth.x;
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float ky = fcFactor * (xyf.y - float(v))/pixelWidth.y;
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//float lanczosValue = gaussian(kx, fcx);
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float lanczosValue = kaiser(sqrt(kx*kx + ky*ky), alpha);
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q += tex.Sample(texSampler, (float2(u, v)+float2(0.5))/diffuse_i.xy) * lanczosValue;
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// q += tex.Load(int3(u, v, 0)) * lanczosValue;
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qSum += lanczosValue;
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}
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}
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return q/qSum;
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}
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float4 ps(psIn input) : SV_TARGET {
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float gamma = 2.2;
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// float4 col = diffuse.Sample(diffuse_s, input.uv);
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// float4 col = lowpassFilter(diffuse, diffuse_s, diffuse_i.xy, float2(1.0 - input.uv.x, input.uv.y), ripple);
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float4 col = lowpassFilter(diffuse, diffuse_s, input.uv, ripple);
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// float4 col = diffuse.Sample(diffuse_s, input.uv);
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col.rgb = pow(col.rgb, float3(gamma));
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col.a = map(col.a, 0, 1, alpha_min, alpha_max);
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return col;
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}
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