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server/src/nodes/drawable/shaders_src/shader_unlit_simula.hlsl
2024-05-28 09:13:15 -04:00

120 lines
3.4 KiB
HLSL

#include "stereokit.hlsli"
// Port of https://github.com/SimulaVR/Simula/blob/master/addons/godot-haskell-plugin/TextShader.tres to StereoKit and HLSL.
//--name = stardust/text_shader
//--diffuse = white
//--uv_offset = 0.0, 0.0
//--uv_scale = 1.0, 1.0
//--fcFactor = 1.0
//--ripple = 4.0
//--alpha_min = 0.0
//--alpha_max = 1.0
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
float4 diffuse_i;
float2 uv_scale;
float2 uv_offset;
float fcFactor;
float ripple;
float alpha_min;
float alpha_max;
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
};
struct psIn {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
uint view_id : SV_RenderTargetArrayIndex;
};
psIn vs(vsIn input, uint id : SV_InstanceID) {
psIn o;
o.view_id = id % sk_view_count;
id = id / sk_view_count;
float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
o.uv = (input.uv + uv_offset) * uv_scale;
return o;
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
// float gaussian(float x, float t) {
// float PI = 3.14159265358;
// return exp(-x*x/(2.0 * t*t))/(sqrt(2.0*PI)*t);
// }
float besselI0(float x) {
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))))))))));
}
float kaiser(float x, float alpha) {
if (x > 1.0) {
return 0.0;
}
return besselI0(alpha * sqrt(1.0-x*x));
}
float4 lowpassFilter(Texture2D tex, sampler2D texSampler, float2 uv, float alpha) {
float PI = 3.14159265358;
float4 q = float4(0.0);
float2 dx_uv = ddx(uv);
float2 dy_uv = ddy(uv);
//float width = sqrt(max(dot(dx_uv, dx_uv), dot(dy_uv, dy_uv)));
float2 width = abs(float2(dx_uv.x, dy_uv.y));
float2 pixelWidth = floor(width * diffuse_i.xy);
float2 aspectRatio = normalize(pixelWidth);
float2 xyf = uv * diffuse_i.xy;
int2 xy = int2(xyf);
pixelWidth = clamp(pixelWidth, float2(1.0), float2(2.0));
int2 start = xy - int2(pixelWidth);
int2 end = xy + int2(pixelWidth);
float4 outColor = float4(0.0);
float qSum = 0.0;
for (int v = start.y; v <= end.y; v++) {
for (int u = start.x; u <= end.x; u++) {
float kx = fcFactor * (xyf.x - float(u))/pixelWidth.x;
float ky = fcFactor * (xyf.y - float(v))/pixelWidth.y;
//float lanczosValue = gaussian(kx, fcx);
float lanczosValue = kaiser(sqrt(kx*kx + ky*ky), alpha);
q += tex.Sample(texSampler, (float2(u, v)+float2(0.5))/diffuse_i.xy) * lanczosValue;
// q += tex.Load(int3(u, v, 0)) * lanczosValue;
qSum += lanczosValue;
}
}
return q/qSum;
}
float4 ps(psIn input) : SV_TARGET {
float gamma = 2.2;
// float4 col = diffuse.Sample(diffuse_s, input.uv);
// float4 col = lowpassFilter(diffuse, diffuse_s, diffuse_i.xy, float2(1.0 - input.uv.x, input.uv.y), ripple);
float4 col = lowpassFilter(diffuse, diffuse_s, input.uv, ripple);
// float4 col = diffuse.Sample(diffuse_s, input.uv);
col.rgb = pow(col.rgb, float3(gamma));
col.a = map(col.a, 0, 1, alpha_min, alpha_max);
return col;
}