power_play/res/sh/shade.hlsl
2025-07-17 14:52:57 -05:00

54 lines
2.1 KiB
HLSL

#include "sh/common.hlsl"
/* ========================== *
* Root signature
* ========================== */
#define ROOTSIG \
"RootConstants(num32BitConstants = 6, b0), " \
"DescriptorTable(SRV(t0, space = 0, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
"DescriptorTable(SRV(t0, space = 1, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
"DescriptorTable(UAV(u0, space = 2, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
\
\
"StaticSampler(s0, " \
"filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"maxAnisotropy = 1)"
ConstantBuffer<struct sh_shade_constants> g_constants : register(b0);
Texture2D<float4> g_gbuff_textures[] : register(t0, space0);
Texture2D<int2> g_emittance_flood_textures[] : register(t0, space1);
RWTexture2D<float4> g_write_textures[]: register(u0, space2);
SamplerState g_sampler : register(s0);
/* ========================== *
* Compute shader
* ========================== */
struct cs_input {
DECLS(uint3, SV_DispatchThreadID);
};
[numthreads(8, 8, 1)]
SH_ENTRY(ROOTSIG) void cs(struct cs_input input)
{
uint2 id = input.SV_DispatchThreadID.xy;
if (id.x >= g_constants.tex_width || id.y >= g_constants.tex_height) {
return; /* Overflow */
}
float4 old_color = g_gbuff_textures[g_constants.write_tex_urid][id];
float4 albedo = g_gbuff_textures[g_constants.albedo_tex_urid][id];
float4 emittance = g_gbuff_textures[g_constants.emittance_tex_urid][id];
int2 emittance_flood = g_emittance_flood_textures[g_constants.emittance_flood_tex_urid][id];
emittance_flood *= (emittance_flood.x >= 0 && emittance_flood.y >= 0);
float4 final_color = old_color + albedo + float4(float(emittance_flood.x) / float(g_constants.tex_width), float(emittance_flood.y) / float(g_constants.tex_height), 0, 1);
g_write_textures[g_constants.write_tex_urid][id] = final_color;
}