153 lines
4.3 KiB
Plaintext
153 lines
4.3 KiB
Plaintext
////////////////////////////////////////////////////////////
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//~ Rect shader
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//////////////////////////////
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//- Vertex shader
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VertexShader(UI_DRectVS, UI_DRectPSInput)
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{
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UI_DParams params = G_Dereference<UI_DParams>(UI_ShaderConst_Params)[0];
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StructuredBuffer<UI_DRect> rects = G_Dereference<UI_DRect>(params.rects);
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UI_DRect rect = rects[SV_InstanceID];
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Vec2 rect_uv = RectUvFromVertexId(SV_VertexID);
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Vec2 tex_uv = lerp(rect.tex_slice_uv.p0, rect.tex_slice_uv.p1, rect_uv);
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Vec2 target_pos = lerp(rect.bounds.p0, rect.bounds.p1, rect_uv);
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UI_DRectPSInput result;
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result.sv_position = Vec4(NdcFromPos(target_pos, Vec2(params.target_size).xy), 0, 1);
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result.background_lin = rect.background_lin;
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result.border_lin = rect.border_lin;
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result.tint_lin = rect.tint_lin;
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result.rect_idx = SV_InstanceID;
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result.rect_uv = rect_uv;
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result.tex_uv = tex_uv;
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return result;
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}
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//////////////////////////////
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//- Pixel shader
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PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input)
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{
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UI_DParams params = G_Dereference<UI_DParams>(UI_ShaderConst_Params)[0];
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StructuredBuffer<UI_DRect> rects = G_Dereference<UI_DRect>(params.rects);
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SamplerState sampler = G_Dereference(params.sampler);
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UI_DRect rect = rects[input.rect_idx];
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Vec2 p = input.sv_position.xy;
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Vec2 rect_uv = input.rect_uv;
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Vec2 p0 = rect.bounds.p0;
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Vec2 p1 = rect.bounds.p1;
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// Compute rect sdf (negative means pixel is inside of rect)
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f32 rect_dist = min(min(p.x - p0.x, p1.x - p.x), min(p.y - p0.y, p1.y - p.y));
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{
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f32 tl_radius = rect.tl_rounding;
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f32 tr_radius = rect.tr_rounding;
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f32 br_radius = rect.br_rounding;
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f32 bl_radius = rect.bl_rounding;
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Vec2 tl = Vec2(p0.x + tl_radius, p0.y + tl_radius);
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Vec2 tr = Vec2(p1.x - tr_radius, p0.y + tr_radius);
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Vec2 br = Vec2(p1.x - br_radius, p1.y - br_radius);
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Vec2 bl = Vec2(p0.x + bl_radius, p1.y - bl_radius);
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if (p.x < tl.x && p.y < tl.y) { rect_dist = min(rect_dist, tl_radius - length(tl - p)); }
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if (p.x > tr.x && p.y < tr.y) { rect_dist = min(rect_dist, tr_radius - length(tr - p)); }
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if (p.x > br.x && p.y > br.y) { rect_dist = min(rect_dist, br_radius - length(br - p)); }
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if (p.x < bl.x && p.y > bl.y) { rect_dist = min(rect_dist, bl_radius - length(bl - p)); }
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}
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rect_dist = -rect_dist;
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// Compute border sdf (negative means pixel is inside of border)
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f32 border_width = 0;
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f32 border_dist = 0;
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Vec4 border_color = 0;
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{
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if (rect.border > 0)
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{
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border_width = rect.border;
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border_color = input.border_lin;
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}
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else
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{
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border_width = 0;
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border_color = input.background_lin;
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}
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border_dist = abs(rect_dist);
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if (rect_dist <= 0)
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{
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border_dist -= border_width;
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}
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}
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Vec4 final_color = 0;
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{
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// Background color
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if (G_IsRefNil(rect.tex))
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{
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final_color = input.background_lin;
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}
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else
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{
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Texture2D<Vec4> tex = G_Dereference<Vec4>(rect.tex);
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final_color = tex.Sample(sampler, input.tex_uv);
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}
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final_color *= rect_dist <= 0;
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// Border color
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{
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f32 half_border_dist_fwidth = fwidth_fine(border_dist) * 0.5;
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f32 border_alpha = smoothstep(half_border_dist_fwidth, -half_border_dist_fwidth, border_dist);
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final_color = lerp(final_color, border_color, border_alpha);
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}
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// Tint
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final_color *= input.tint_lin;
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// Debug color
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if (UI_ShaderConst_DebugDraw)
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{
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final_color = rect.debug_lin;
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}
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}
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UI_DRectPSOutput output;
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output.sv_target0 = final_color;
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return output;
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}
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////////////////////////////////////////////////////////////
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//~ Blit shader
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//////////////////////////////
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//- Vertex shader
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VertexShader(UI_BlitVS, UI_BlitPSInput)
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{
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Vec2 uv = RectUvFromVertexId(SV_VertexID);
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UI_BlitPSInput result;
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result.sv_position = Vec4(NdcFromUv(uv).xy, 0, 1);
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result.src_uv = uv;
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return result;
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}
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//////////////////////////////
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//- Pixel shader
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PixelShader(UI_BlitPS, UI_BlitPSOutput, UI_BlitPSInput input)
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{
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UI_DParams params = G_Dereference<UI_DParams>(UI_ShaderConst_Params)[0];
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Texture2D<Vec4> tex = G_Dereference<Vec4>(params.target_ro);
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SamplerState sampler = G_Dereference(params.sampler);
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Vec2 uv = input.src_uv;
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Vec4 result = tex.Sample(sampler, uv);
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UI_BlitPSOutput output;
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output.sv_target0 = result;
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return output;
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}
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