make_brush.ts 4.0 KB

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  1. function make_brush_run(kong: node_shader_t) {
  2. node_shader_write_frag(kong, "var dist: float = 0.0;");
  3. if (context_raw.tool == workspace_tool_t.PARTICLE) {
  4. return;
  5. }
  6. let fill_layer: bool = context_raw.layer.fill_layer != null;
  7. let decal: bool = context_is_decal();
  8. if (decal && !fill_layer) {
  9. node_shader_write_frag(kong, "if (constants.decal_mask.z > 0.0) {");
  10. }
  11. if (config_raw.brush_3d) {
  12. node_shader_write_frag(kong, "var depth: float = sample_lod(gbufferD, sampler_linear, constants.inp.xy, 0.0).r;");
  13. node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix");
  14. node_shader_write_frag(kong, "var winp: float4 = float4(float2(constants.inp.x, 1.0 - constants.inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);");
  15. node_shader_write_frag(kong, "winp = constants.invVP * winp;");
  16. node_shader_write_frag(kong, "winp.xyz = winp.xyz / winp.w;");
  17. kong.frag_wposition = true;
  18. if (config_raw.brush_angle_reject || context_raw.xray) {
  19. node_shader_add_function(kong, str_octahedron_wrap);
  20. node_shader_add_texture(kong, "gbuffer0");
  21. node_shader_write_frag(kong, "var g0: float2 = sample_lod(gbuffer0, sampler_linear, constants.inp.xy, 0.0).rg;");
  22. node_shader_write_frag(kong, "var wn: float3;");
  23. node_shader_write_frag(kong, "wn.z = 1.0 - abs(g0.x) - abs(g0.y);");
  24. // node_shader_write_frag(kong, "wn.xy = wn.z >= 0.0 ? g0.xy : octahedron_wrap(g0.xy);");
  25. node_shader_write_frag(kong, "if (wn.z >= 0.0) { wn.x = g0.x; wn.y = g0.y; } else { var f2: float2 = octahedron_wrap(g0.xy); wn.x = f2.x; wn.y = f2.y; }");
  26. node_shader_write_frag(kong, "wn = normalize(wn);");
  27. node_shader_write_frag(kong, "var plane_dist: float = dot(wn, winp.xyz - input.wposition);");
  28. if (config_raw.brush_angle_reject && !context_raw.xray) {
  29. // constants.inp.w = paint2d ? 0.0 : 1.0
  30. node_shader_write_frag(kong, "if (plane_dist < -0.01 && constants.inp.w == 0.0) { discard; }");
  31. kong.frag_n = true;
  32. let angle: f32 = context_raw.brush_angle_reject_dot;
  33. node_shader_write_frag(kong, "if (dot(wn, n) < " + angle + " && constants.inp.w == 0.0) { discard; }");
  34. }
  35. }
  36. node_shader_write_frag(kong, "var depthlast: float = sample_lod(gbufferD, sampler_linear, constants.inplast.xy, 0.0).r;");
  37. node_shader_write_frag(kong, "var winplast: float4 = float4(float2(constants.inplast.x, 1.0 - constants.inplast.y) * 2.0 - 1.0, depthlast * 2.0 - 1.0, 1.0);");
  38. node_shader_write_frag(kong, "winplast = constants.invVP * winplast;");
  39. node_shader_write_frag(kong, "winplast.xyz = winplast.xyz / winplast.w;");
  40. node_shader_write_frag(kong, "var pa: float3 = input.wposition - winp.xyz;");
  41. if (context_raw.xray) {
  42. node_shader_write_frag(kong, "pa += wn * float3(plane_dist, plane_dist, plane_dist);");
  43. }
  44. node_shader_write_frag(kong, "var ba: float3 = winplast.xyz - winp.xyz;");
  45. if (context_raw.brush_lazy_radius > 0 && context_raw.brush_lazy_step > 0) {
  46. // Sphere
  47. node_shader_write_frag(kong, "dist = distance(input.wposition, winp.xyz);");
  48. }
  49. else {
  50. // Capsule
  51. node_shader_write_frag(kong, "var h: float = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);");
  52. node_shader_write_frag(kong, "dist = length(pa - ba * h);");
  53. }
  54. }
  55. else { // !brush3d
  56. node_shader_write_frag(kong, "var binp: float2 = constants.inp.xy * 2.0 - 1.0;");
  57. node_shader_write_frag(kong, "binp.x *= constants.aspect_ratio;");
  58. node_shader_write_frag(kong, "binp = binp * 0.5 + 0.5;");
  59. node_shader_write_frag(kong, "var binplast: float2 = constants.inplast.xy * 2.0 - 1.0;");
  60. node_shader_write_frag(kong, "binplast.x *= constants.aspect_ratio;");
  61. node_shader_write_frag(kong, "binplast = binplast * 0.5 + 0.5;");
  62. node_shader_write_frag(kong, "var pa: float2 = bsp.xy - binp.xy;");
  63. node_shader_write_frag(kong, "var ba: float2 = binplast.xy - binp.xy;");
  64. node_shader_write_frag(kong, "var h: float = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);");
  65. node_shader_write_frag(kong, "dist = length(pa - ba * h);");
  66. }
  67. node_shader_write_frag(kong, "if (dist > constants.brush_radius) { discard; }");
  68. if (decal && !fill_layer) {
  69. node_shader_write_frag(kong, "}");
  70. }
  71. }