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- #[set(everything)]
- const constants: {
- VP: float4x4;
- invVP: float4x4;
- mouse: float2;
- tex_step: float2;
- radius: float;
- camera_right: float3;
- tint: float3;
- };
- #[set(everything)]
- const sampler_linear: sampler;
- #[set(everything)]
- const gbufferD: tex2d;
- struct vert_in {
- pos: float4;
- nor: float2;
- tex: float2;
- }
- struct vert_out {
- pos: float4;
- tex: float2;
- }
- fun get_pos(uv: float2): float3 {
- var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r;
- var wpos: float4 = float4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
- wpos = constants.invVP * wpos;
- return wpos.xyz / wpos.w;
- }
- fun get_normal(p0: float3, uv: float2): float3 {
- var p1: float3 = get_pos(uv + float2(constants.tex_step.x * 4.0, 0.0));
- var p2: float3 = get_pos(uv + float2(0.0, constants.tex_step.y * 4.0));
- return normalize(cross(p2 - p0, p1 - p0));
- }
- // fun create_basis(normal: float3, out tangent: float3, out binormal: float3) {
- // tangent = normalize(constants.camera_right - normal * dot(constants.camera_right, normal));
- // binormal = cross(tangent, normal);
- // }
- fun cursor_vert(input: vert_in): vert_out {
- var keep: float = input.pos.x + input.nor.x; // hlsl
- var output: vert_out;
- output.tex = input.tex;
- var wpos: float3 = get_pos(constants.mouse);
- var uv1: float2 = constants.mouse + constants.tex_step * float2(4.0, 4.0);
- var uv2: float2 = constants.mouse - constants.tex_step * float2(4.0, 4.0);
- var wpos1: float3 = get_pos(uv1);
- var wpos2: float3 = get_pos(uv2);
- var n: float3 = normalize(get_normal(wpos, constants.mouse) + get_normal(wpos1, uv1) + get_normal(wpos2, uv2));
- var n_tan: float3;
- var n_bin: float3;
- // create_basis(n, n_tan, n_bin);
- n_tan = normalize(constants.camera_right - n * dot(constants.camera_right, n));
- n_bin = cross(n_tan, n);
- if (vertex_id() == 0) {
- wpos += normalize(-n_tan - n_bin) * 0.7 * constants.radius;
- }
- /*else */if (vertex_id() == 1) {
- wpos += normalize( n_tan - n_bin) * 0.7 * constants.radius;
- }
- /*else */if (vertex_id() == 2) {
- wpos += normalize( n_tan + n_bin) * 0.7 * constants.radius;
- }
- /*else */if (vertex_id() == 3) {
- wpos += normalize(-n_tan + n_bin) * 0.7 * constants.radius;
- }
- output.pos = constants.VP * float4(wpos, 1.0);
- return output;
- }
- fun cursor_frag(input: vert_out): float4 {
- var radius: float = 0.45;
- var thickness: float = 0.03;
- var dist: float = distance(input.tex, float2(0.5, 0.5));
- var ring: float = smoothstep(radius - thickness, radius, dist) - smoothstep(radius, radius + thickness, dist);
- return float4(constants.tint, min(ring, 0.6));
- }
- #[pipe]
- struct pipe {
- vertex = cursor_vert;
- fragment = cursor_frag;
- }
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