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文件
2026-07-13 13:13:17 +08:00

97 行
2.4 KiB
HLSL

#include "shared/blend-functions.hlsl"
cbuffer ParamConstants : register(b0)
{
float4 Fill;
float4 Background;
float2 Position;
float Round;
float Feather;
float GradientBias;
float Rotate;
float Sides;
float Radius;
float Curvature;
float Blades;
float BlendMode;
float IsTextureValid;
}
cbuffer Resolution : register(b1)
{
float TargetWidth;
float TargetHeight;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> ImageA : register(t0);
sampler texSampler : register(s0);
static float PI = 3.141592653;
static float TAU = (3.1415926535 * 2);
float mod(float x, float y)
{
return (x - y * floor(x / y));
}
// based on https://www.shadertoy.com/view/Wll3R2
float sdNgon(in float2 p, in float r, in float n)
{
// Can precompute these
float inv_n = 1.0 / n;
// Perform radial repeat
float2 rp = float2(atan2(p.y, p.x), length(p)); // into polar coords
rp.x /= TAU;
rp.x = mod(rp.x + inv_n * 0.5, inv_n) - 0.5 * inv_n;
rp.x *= rp.x > 0 ? (1 - saturate(Blades)) : 1;
rp.y = saturate(lerp(rp.y, r, Curvature));
rp.x *= TAU;
p = float2(cos(rp.x), sin(rp.x)) * rp.y; // back to cartesian
float2 b = float2(r, r);
b.y = b.x * tan(TAU * inv_n * 0.5);
float2 d = abs(p) - b;
float sd = length(max(d, float2(0, 0))) + min(d.x, 0.0);
return sd;
}
float4 psMain(vsOutput psInput) : SV_TARGET
{
float aspectRatio = TargetWidth / TargetHeight;
float2 p = psInput.texCoord;
p -= 0.5;
p.x *= aspectRatio;
// Rotate
float imageRotationRad = (-Rotate - 90) / 180 * 3.141578;
float sina = sin(-imageRotationRad - 3.141578 / 2);
float cosa = cos(-imageRotationRad - 3.141578 / 2);
p = float2(
cosa * p.x - sina * p.y,
cosa * p.y + sina * p.x);
p += Position.yx * float2(1, 1);
float d = sdNgon(p, Radius, Sides);
d = smoothstep(Round / 2 - Feather / 4, Round / 2 + Feather / 4, d);
float dBiased = GradientBias >= 0
? pow(d, GradientBias + 1)
: 1 - pow(clamp(1 - d, 0, 10), -GradientBias + 1);
float4 c = lerp(Fill, Background, dBiased);
float4 orgColor = ImageA.Sample(texSampler, psInput.texCoord);
float a = clamp(orgColor.a + c.a - orgColor.a * c.a, 0, 1);
return (IsTextureValid < 0.5) ? c : BlendColors(orgColor, c, (int)BlendMode);
}