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34 lines
1020 B
HLSL
34 lines
1020 B
HLSL
#include "DrawQuad.h"
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#include "DrawQuadPixelConstants.h"
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#include "Functions.h"
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SamplerState nearestNeighborSampler : register(s0);
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Texture2D<uint> surfaceTexture : register(t0);
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Texture1D<float4> paletteTexture : register(t1);
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struct SDrawQuadPixelOutput
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{
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float4 color : SV_TARGET;
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};
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float3 SamplePixel(int2 texCoord)
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{
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uint surfaceColor = surfaceTexture.Load(int3(texCoord, 0)).r;
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return paletteTexture.Load(int2(surfaceColor, 0)).rgb;
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}
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SDrawQuadPixelOutput PSMain(SDrawQuadPixelInput input)
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{
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SDrawQuadPixelOutput result;
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int2 pixelCoordinate = int2(floor(input.texCoord.xy));
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result.color = float4(SamplePixel(int2(floor(input.texCoord.xy))), 1.0);
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result.color *= constants_Modulation;
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result.color = ApplyFlicker(pixelCoordinate, constants_FlickerStartThreshold, constants_FlickerEndThreshold, result.color * constants_Modulation);
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result.color = ApplyDesaturation(constants_Desaturation, result.color);
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if (result.color.a <= 0.0)
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discard;
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return result;
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}
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