UnleashedRecomp/UnleashedRecomp/gpu/shader/imgui_ps.hlsl
Hyper aa6118b448
Implemented title animation for options menu (#235)
* options_menu: implemented title animation

* Adjust options title flash animation.

* Replace use of std::numbers::pi with M_PI.

* Implement shader modifier for options title rectangle.

* Replicate the same scaling applied to the rectangle in world map.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-01-29 14:39:10 +03:00

176 lines
6.6 KiB
HLSL

#include "imgui_common.hlsli"
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)
{
if ((g_PushConstants.InverseDisplaySize.y / g_PushConstants.InverseDisplaySize.x) >= (4.0 / 3.0))
uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0f;
else
uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0f;
float2 seam = floor(uvTexspace + 0.5);
uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam;
uvTexspace = clamp(uvTexspace, seam - 0.5, seam + 0.5);
return SampleLinear(uvTexspace - 0.5);
}
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float4 main(in Interpolators interpolators) : SV_Target
{
float4 color = interpolators.Color;
color *= PixelAntialiasing(interpolators.Position.xy - g_PushConstants.ProceduralOrigin);
if (g_PushConstants.Texture2DDescriptorIndex != 0)
{
Texture2D<float4> texture = g_Texture2DDescriptorHeap[g_PushConstants.Texture2DDescriptorIndex & 0x7FFFFFFF];
float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
if ((g_PushConstants.Texture2DDescriptorIndex & 0x80000000) != 0)
{
uint width, height;
texture.GetDimensions(width, height);
float pxRange = 8.0;
float2 unitRange = pxRange / float2(width, height);
float2 screenTexSize = 1.0 / fwidth(interpolators.UV);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
float cosTheta = dot(normal, normalize(float2(1, 1)));
float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = 1.0 + cosTheta * 0.5;
color.rgb = saturate(color.rgb * gradient);
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = saturate(1.0 + cosTheta);
color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
}
color.a *= saturate(screenPxDistance + 0.5);
color.a *= textureColor.a;
}
else
{
color *= textureColor;
}
}
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_MARQUEE_FADE)
{
float minAlpha = saturate((interpolators.Position.x - g_PushConstants.BoundsMin.x) / g_PushConstants.Scale.x);
float maxAlpha = saturate((g_PushConstants.BoundsMax.x - interpolators.Position.x) / g_PushConstants.Scale.x);
color.a *= minAlpha;
color.a *= maxAlpha;
}
else if (any(g_PushConstants.BoundsMin != g_PushConstants.BoundsMax))
{
float2 factor = saturate((interpolators.Position.xy - g_PushConstants.BoundsMin) / (g_PushConstants.BoundsMax - g_PushConstants.BoundsMin));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL)
{
float bevelSize = 0.9;
float shadow = saturate((factor.x - bevelSize) / (1.0 - bevelSize));
shadow = max(shadow, saturate((factor.y - bevelSize) / (1.0 - bevelSize)));
float rim = saturate((1.0 - factor.x - bevelSize) / (1.0 - bevelSize));
rim = max(rim, saturate((1.0 - factor.y - bevelSize) / (1.0 - bevelSize)));
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
color.rgb = lerp(color.rgb, rimColor, smoothstep(0.0, 1.0, rim));
color.rgb = lerp(color.rgb, shadowColor, smoothstep(0.0, 1.0, shadow));
}
else
{
color *= lerp(DecodeColor(g_PushConstants.GradientTop), DecodeColor(g_PushConstants.GradientBottom), smoothstep(0.0, 1.0, factor.y));
}
}
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_GRAYSCALE)
color.rgb = dot(color.rgb, float3(0.2126, 0.7152, 0.0722));
return color;
}