83 lines
2.2 KiB
HLSL
83 lines
2.2 KiB
HLSL
#include "fluid_common_render.hlsli"
|
|
|
|
// Pixel
|
|
// A full-screen edge detection pass to locate artifacts
|
|
// these artifacts are located on a downsized version of the rayDataTexture
|
|
// We use a smaller texture both to accurately find all the depth artifacts
|
|
// when raycasting to this smaller size and to save on the cost of this pass
|
|
// Use col.a to find depth edges of objects occluding the smoke
|
|
// Use col.g to find the edges where the camera near plane cuts the smoke volume
|
|
//
|
|
float4 main(VS_OUTPUT_EDGE vIn) : SV_Target
|
|
{
|
|
// We need eight samples (the centre has zero weight in both kernels).
|
|
float4 col;
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV00);
|
|
float g00 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g00 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV01);
|
|
float g01 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g01 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV02);
|
|
float g02 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g02 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV10);
|
|
float g10 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g10 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV12);
|
|
float g12 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g12 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV20);
|
|
float g20 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g20 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV21);
|
|
float g21 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g21 *= -1;
|
|
}
|
|
col = rayDataTexSmall.Sample(samPointClamp, vIn.textureUV22);
|
|
float g22 = col.a;
|
|
if (col.g < 0)
|
|
{
|
|
g22 *= -1;
|
|
}
|
|
|
|
// Sobel in horizontal dir.
|
|
float sx = 0;
|
|
sx -= g00;
|
|
sx -= g01 * 2;
|
|
sx -= g02;
|
|
sx += g20;
|
|
sx += g21 * 2;
|
|
sx += g22;
|
|
// Sobel in vertical dir - weights are just rotated 90 degrees.
|
|
float sy = 0;
|
|
sy -= g00;
|
|
sy += g02;
|
|
sy -= g10 * 2;
|
|
sy += g12 * 2;
|
|
sy -= g20;
|
|
sy += g22;
|
|
|
|
float e = EdgeDetectScalar(sx, sy, edgeThreshold);
|
|
return float4(e, e, e, 1);
|
|
}
|