UnleashedRecomp/UnleashedRecomp/gpu/shader/imgui_ps.hlsl

92 lines
3 KiB
HLSL

#include "imgui_common.hlsli"
#include "../imgui_common.h"
float4 DecodeColor(uint color)
{
return float4(color & 0xFF, (color >> 8) & 0xFF, (color >> 16) & 0xFF, (color >> 24) & 0xFF) / 255.0;
}
float4 SamplePoint(int2 position)
{
switch (g_PushConstants.ShaderModifier)
{
case IMGUI_SHADER_MODIFIER_SCANLINE:
{
if (int(position.y) % 2 == 0)
return float4(1.0, 1.0, 1.0, 0.0);
break;
}
case IMGUI_SHADER_MODIFIER_CHECKERBOARD:
{
int remnantX = int(position.x) % 9;
int remnantY = int(position.y) % 9;
float4 color = 1.0;
if (remnantX == 0 || remnantY == 0)
color.a = 0.0;
if ((remnantY % 2) == 0)
color.rgb = 0.5;
return color;
}
case IMGUI_SHADER_MODIFIER_SCANLINE_BUTTON:
{
if (int(position.y) % 2 == 0)
return float4(1.0, 1.0, 1.0, 0.5);
break;
}
}
return 1.0;
}
float4 SampleLinear(float2 uvTexspace)
{
int2 integerPart = floor(uvTexspace);
float2 fracPart = frac(uvTexspace);
float4 topLeft = SamplePoint(integerPart + float2(0, 0));
float4 topRight = SamplePoint(integerPart + float2(1, 0));
float4 bottomLeft = SamplePoint(integerPart + float2(0, 1));
float4 bottomRight = SamplePoint(integerPart + float2(1, 1));
float4 top = lerp(topLeft, topRight, fracPart.x);
float4 bottom = lerp(bottomLeft, bottomRight, fracPart.x);
return lerp(top, bottom, fracPart.y);
}
float4 PixelAntialiasing(float2 uvTexspace)
{
float2 seam = floor(uvTexspace + 0.5);
uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam;
uvTexspace = clamp(uvTexspace, seam - 0.5, seam + 0.5);
if (g_PushConstants.InverseDisplaySize.x < g_PushConstants.InverseDisplaySize.y)
uvTexspace *= min(1.0, g_PushConstants.InverseDisplaySize.y * 720.0f);
else
uvTexspace *= min(1.0, g_PushConstants.InverseDisplaySize.x * 1280.0f);
return SampleLinear(uvTexspace);
}
float4 main(in Interpolators interpolators) : SV_Target
{
float4 color = interpolators.Color;
color *= PixelAntialiasing(interpolators.Position.xy - 0.5);
if (g_PushConstants.Texture2DDescriptorIndex != 0)
color *= g_Texture2DDescriptorHeap[g_PushConstants.Texture2DDescriptorIndex].Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
if (any(g_PushConstants.GradientMin != g_PushConstants.GradientMax))
{
float2 factor = saturate((interpolators.Position.xy - g_PushConstants.GradientMin) / (g_PushConstants.GradientMax - g_PushConstants.GradientMin));
color *= lerp(DecodeColor(g_PushConstants.GradientTop), DecodeColor(g_PushConstants.GradientBottom), factor.y);
}
return color;
}