power_play/src/sh/shade.hlsl_cs
2025-07-25 20:39:46 -05:00

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#include "common.hlsl"
ConstantBuffer<struct sh_shade_sig> sig : register(b0);
/* ========================== *
* Lighting
* ========================== */
#define SAMPLES 16
#define MARCHES 16
#define EDGE_FALLOFF 100
float rand_angle(uint2 pos, uint ray_index) {
Texture3D<uint> noise_tex = resource_from_urid(SH_BLUE_NOISE_TEX_ID);
int3 noise_coord = int3(1, 1, 1);
noise_coord += int3(pos.xy, ray_index);
noise_coord.xyz += sig.frame_seed.xyz;
// noise_coord.xy -= sig.camera_offset;
uint noise = noise_tex[noise_coord % uint3(SH_BLUE_NOISE_TEX_WIDTH, SH_BLUE_NOISE_TEX_HEIGHT, SH_BLUE_NOISE_TEX_DEPTH)];
return ((float)noise / (float)0xFFFF) * TAU;
}
INLINE float3 get_light_in_dir(uint2 ray_start, float2 ray_dir)
{
Texture2D<uint2> flood_tex = resource_from_urid(sig.emittance_flood_tex_urid);
Texture2D<float4> emittance_tex = resource_from_urid(sig.emittance_tex_urid);
float3 result = float3(0, 0, 0);
float2 at_float = ray_start;
uint2 at_uint = ray_start;
for (uint i = 0; i < MARCHES; ++i) {
uint2 flood = flood_tex[at_uint];
float2 dist_vec = at_float - (float2)flood;
float dist = length(dist_vec);
if (dist < 1) {
/* Scale light by distance from edge so that offscreen-lights fade in/out rather than popping in */
float dist_x = min(abs(sig.tex_width - at_float.x), at_float.x);
float dist_y = min(abs(sig.tex_height - at_float.y), at_float.y);
float dist_scale = min(min(dist_x, dist_y) / EDGE_FALLOFF, 1);
result = emittance_tex[flood].rgb * dist_scale;
break;
} else {
at_float += ray_dir * dist;
at_uint = round(at_float);
if (at_uint.x < 0 || at_uint.x >= sig.tex_width || at_uint.y < 0 || at_uint.y >= sig.tex_height) {
/* Ray hit edge of screen */
break;
}
}
}
return result;
}
INLINE float3 get_light_at_pos(uint2 pos)
{
float3 result = 0;
for (uint i = 0; i < SAMPLES; ++i) {
float angle = rand_angle(pos, i);
float2 dir = float2(cos(angle), sin(angle));
float3 light_in_dir = get_light_in_dir(pos, dir);
result += light_in_dir;
}
result /= SAMPLES;
return result;
}
/* ========================== *
* Entry point
* ========================== */
struct cs_input {
DECLS(uint3, SV_DispatchThreadID);
};
[numthreads(8, 8, 1)]
SH_ENTRY void cs(struct cs_input input)
{
uint2 id = input.SV_DispatchThreadID.xy;
if (id.x < sig.tex_width && id.y < sig.tex_height) {
Texture2D<float4> albedo_tex = resource_from_urid(sig.albedo_tex_urid);
Texture2D<float4> read_tex = resource_from_urid(sig.read_tex_urid);
RWTexture2D<float4> target_tex = resource_from_urid(sig.target_tex_urid);
float4 color = float4(1, 1, 1, 1);
/* Apply albedo */
color *= albedo_tex[id];
/* Apply lighting */
if (!(sig.flags & SH_SHADE_FLAG_DISABLE_EFFECTS)) {
color.rgb *= get_light_at_pos(id);
}
/* Apply temporal accumulation */
float hysterisis = 0;
// hysterisis = 0.2;
// hysterisis = 0.4;
// hysterisis = 0.5;
// hysterisis = 0.9;
color.rgb = lerp(color.rgb, read_tex[id].rgb, hysterisis);
target_tex[id] = color;
}
}