e4s-sdk/gamedata/shaders/d3d11/fluid_edge_detect.ps.hlsl
2026-06-17 23:06:51 +03:00

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);
}