Added Fog and other fixes

This commit is contained in:
2026-07-06 18:01:21 +03:00
parent fc837b2f9a
commit 72b48492cc
573 changed files with 397423 additions and 104 deletions
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#ifndef VFXTOOLKIT_DEMO_BLOCKS_HLSL
#define VFXTOOLKIT_DEMO_BLOCKS_HLSL
// ...
float2 Rotate2D(float2 position, float angle)
{
float cosAngle = cos(angle);
float sinAngle = sin(angle);
return float2(
position.x * cosAngle - position.y * sinAngle,
position.x * sinAngle + position.y * cosAngle
);
}
// ...
void TextureScrolling_float(Texture2D tex, SamplerState samplerState, float2 uv, float scale, float2 tiling, float2 offset, float2 animation, float uvRotation, float animationRotation, out float4 output)
{
//uv -= 0.5;
uvRotation = radians(uvRotation);
uv = Rotate2D(uv, uvRotation);
//uv += 0.5;
uv *= scale;
uv *= tiling;
uv -= offset;
animationRotation = -radians(animationRotation);
animation = Rotate2D(animation, animationRotation);
uv -= animation * _Time.y;
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
}
#endif
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#ifndef VFXTOOLKIT_DEMO_FRESNEL_HLSL
#define VFXTOOLKIT_DEMO_FRESNEL_HLSL
// Fresnel.
float Fresnel(float3 viewDirection, float3 normal)
{
float VdotN = dot(viewDirection, normal);
float fresnel = saturate(VdotN);
return fresnel;
}
float Fresnel(float3 viewDirection, float3 normal, float power)
{
return pow(Fresnel(viewDirection, normal), power);
}
float InvertedFresnel(float3 viewDirection, float3 normal)
{
return 1.0 - Fresnel(viewDirection, normal);
}
float InvertedFresnel(float3 viewDirection, float3 normal, float power)
{
return pow(InvertedFresnel(viewDirection, normal), power);
}
#endif
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#ifndef VFXTOOLKIT_DEMO_FUNCTIONS_HLSL
#define VFXTOOLKIT_DEMO_FUNCTIONS_HLSL
#include "Hash.hlsl"
// Shared and common functions for VFX Tookit demos.
// > for free assets, to avoid including the entire toolkit.
#define TAU PI * 2.0
// Angle in radians.
float2 PointOnUnitCircle(float angle)
{
return float2(cos(angle), sin(angle));
}
// Automatic (correct) aspect ratio from texture.
// Mirza: https://www.shadertoy.com/view/wXyfD1.
void GetTextureAspectRatio_float(Texture2D tex, out float output1D, out float2 output2D)
{
// Get texture dimensions.
uint width;
uint height;
tex.GetDimensions(width, height);
float height_f = height;
output1D = 1.0;
output2D = 1.0;
if (width < height)
{
output1D = width / height_f;
output2D.y = output1D;
}
else if (height < width)
{
output1D = height_f / width;
output2D.x = output1D;
}
}
// --------------------------------------------------
// Function wrapper for interleaved gradient noise.
// UV is in 'pixel space', which is *= texture resolution.
float InterleavedGradientNoise(float2 uvPS)
{
return InterleavedGradientNoise(uvPS, (_Time.y * 60.0) % 60);
}
// -- for Shader Graph.
void InterleavedGradientNoise_float(float2 uvPS, out float output)
{
output = InterleavedGradientNoise(uvPS);
}
void InterleavedGradientNoise_float(float2 uvPS, uint frame, out float output)
{
output = InterleavedGradientNoise(uvPS, frame);
}
// Basic box blur for Unity.
// If texelSize is correct, radius is in pixels,
// otherwise it's in UV space (relative, scale).
// -- pixel [or texel] space vs. uv, normalized space.
// Relative is better, because it will automatically be correct across resolutions.
// For relative radius scaling, pass (1.0, 1.0) for texelSize (you can also set x or y to be aspect ratio-corrected).
// If you don't apply aspect ratio correction to texelSize, you can also apply it to the 2D radius before passing it in.
void BoxBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, float noise, out float4 output)
{
// Initialize.
output = 0.0;
// If no blur, return current pixel as-is.
if (radius.x <= 0.0 && radius.y <= 0.0)
{
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
return;
}
// Pre-calculations, setup.
float totalWeight = 0.0;
radius *= texelSize / quality;
// Noise.
float2 textureResolution;
tex.GetDimensions(textureResolution.x, textureResolution.y);
float2 pixelCoordinates;
bool applyNoise = noise != 0.0;
if (applyNoise)
{
pixelCoordinates = uv * textureResolution;
}
// Blur (average) the pixels around current pixel.
// Force loop required for when radius == 0.0 (used as a bool check).
[loop]
for (int y = -quality; y <= quality; y++)
{
[loop]
for (int x = -quality; x <= quality; x++)
{
// Offset from current pixel.
float2 pixelOffset = float2(x, y);
if (applyNoise)
{
// Random value between [0.0, 1.0].
// Time-variable, via 'interleavedGradientNoise'.
float3 randomInput = float3(pixelCoordinates + pixelOffset, noise);
// -0.5 to center.
float2 randomPointInUnitSquare = Random2DFrom3D(randomInput) - 0.5;
// Add centered noise to pixel offset.
pixelOffset += randomPointInUnitSquare;
}
// Ignore pixels outside radius from current pixel.
// Could also just > x, rather than >= x...
// >= cuts off outliers, which is *maybe* better.
// > provides a more circular clip.
// It's a preference...
float distanceFromCenter = length(pixelOffset);
if (clip && distanceFromCenter > quality)
{
continue;
}
// Use either a constant of 1.0, or normalized radial distance weighting.
float weight;
if (radial)
{
float normalizedDistance = distanceFromCenter / quality;
float inverseNormalizedDistance = 1.0 - normalizedDistance;
// Saturate, in case of NOT using clip. Otherwise: when using radial without clip,
// it will not be in range because it's a square sampling area.
// That being said, there's no reason to not use clip when using radial.
// Because the output will be identical, yet slower from more samples.
if (!clip)
{
inverseNormalizedDistance = saturate(inverseNormalizedDistance);
}
weight = inverseNormalizedDistance;
}
else
{
weight = 1.0;
}
// Convert from pixel coordinate space to normalized UV space.
// 'texel' = "texture element" or "texture pixel".
float2 uvOffset = pixelOffset * radius;
// Sample and accumulate colour from current pixel, with weight.
output += SAMPLE_TEXTURE2D(tex, samplerState, uv + uvOffset) * weight;
// Box blur weight is always a constant 1.0.
//totalWeight++;
// Or, if you're using a custom weight (Gauss, Radial)...
totalWeight += weight;
}
}
// Normalize accumulated blur colour by iterations and return.
output /= totalWeight;
}
// Convenience-- includes noise as a bool/toggle.
void BoxBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, bool noise, out float4 output)
{
if (noise)
{
float2 textureResolution;
tex.GetDimensions(textureResolution.x, textureResolution.y);
float2 uvPS = uv * textureResolution;
float interleavedGradientNoise = InterleavedGradientNoise(uvPS);
BoxBlur_float(tex, uv, texelSize, samplerState, quality, radius, clip, radial, interleavedGradientNoise, output);
}
else
{
BoxBlur_float(tex, uv, texelSize, samplerState, quality, radius, clip, radial, 0.0, output);
}
}
void BoxBlur_DepthAware_float(Texture2D tex, Texture2D depthTex, Texture2D customDepthTex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, float noise, out float4 output)
{
// Initialize.
output = 0.0;
// If no blur, return current pixel as-is.
if (radius.x <= 0.0 && radius.y <= 0.0)
{
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
return;
}
// Pre-calculations, setup.
float totalWeight = 0.0;
radius *= texelSize / quality;
// Noise.
float2 textureResolution;
tex.GetDimensions(textureResolution.x, textureResolution.y);
float2 pixelCoordinates;
bool applyNoise = noise != 0.0;
if (applyNoise)
{
pixelCoordinates = uv * textureResolution;
}
float centerDepth = SAMPLE_DEPTH_TEXTURE(depthTex, samplerState, uv);
// Blur (average) the pixels around current pixel.
// Force loop required for when radius == 0.0 (used as a bool check).
[loop]
for (int y = -quality; y <= quality; y++)
{
[loop]
for (int x = -quality; x <= quality; x++)
{
// Offset from current pixel.
float2 pixelOffset = float2(x, y);
if (applyNoise)
{
// Random value between [0.0, 1.0].
// Time-variable, via 'interleavedGradientNoise'.
float3 randomInput = float3(pixelCoordinates + pixelOffset, noise);
// -0.5 to center.
float2 randomPointInUnitSquare = Random2DFrom3D(randomInput) - 0.5;
// Add centered noise to pixel offset.
pixelOffset += randomPointInUnitSquare;
}
// Ignore pixels outside radius from current pixel.
// Could also just > x, rather than >= x...
// >= cuts off outliers, which is *maybe* better.
// > provides a more circular clip.
// It's a preference...
float distanceFromCenter = length(pixelOffset);
if (clip && distanceFromCenter > quality)
{
continue;
}
// Convert from pixel coordinate space to normalized UV space.
// 'texel' = "texture element" or "texture pixel".
float2 uvOffset = pixelOffset * radius;
float2 sampleUV = uv + uvOffset;
float depth = SAMPLE_DEPTH_TEXTURE(depthTex, samplerState, sampleUV);
float customDepth = SAMPLE_DEPTH_TEXTURE(customDepthTex, samplerState, sampleUV);
//float3 depthPositionWS = ComputeWorldSpacePosition(sampleUV, depth, UNITY_MATRIX_I_VP);
//float distanceFromCameraToDepthPositionWS = length(_WorldSpaceCameraPos - depthPositionWS);
// If depth closer to camera.
if (customDepth < depth) // lol, it worked.
{
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
return;
}
// Use either a constant of 1.0, or normalized radial distance weighting.
float weight;
if (radial)
{
float normalizedDistance = distanceFromCenter / quality;
float inverseNormalizedDistance = 1.0 - normalizedDistance;
// Saturate, in case of NOT using clip. Otherwise: when using radial without clip,
// it will not be in range because it's a square sampling area.
// That being said, there's no reason to not use clip when using radial.
// Because the output will be identical, yet slower from more samples.
if (!clip)
{
inverseNormalizedDistance = saturate(inverseNormalizedDistance);
}
weight = inverseNormalizedDistance;
}
else
{
weight = 1.0;
}
// Sample and accumulate colour from current pixel, with weight.
output += SAMPLE_TEXTURE2D(tex, samplerState, sampleUV) * weight;
// Box blur weight is always a constant 1.0.
//totalWeight++;
// Or, if you're using a custom weight (Gauss, Radial)...
totalWeight += weight;
}
}
// Normalize accumulated blur colour by iterations and return.
output /= totalWeight;
}
// Box blur with clipping and smoothing, +animated noise to hide lower sample iteration artifacts.
// Faster and uglier (more noisy) than the double-loop box blur. May want to use a blue noise texture later.
void NoiseBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, bool clip, bool radial, out float4 output)
{
// Initialize.
output = 0.0;
// If no blur, return current pixel as-is.
if (radius.x <= 0.0 && radius.y <= 0.0)
{
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
return;
}
// Pre-calculations, setup.
// Need non-zero for division later,
// as low sample counts may result in zero total weight.
float totalWeight = 0.0001;
radius *= texelSize * 2.0;
// Noise.
float2 textureResolution;
tex.GetDimensions(textureResolution.x, textureResolution.y);
float2 pixelCoordinates = uv * textureResolution;
float interleavedGradientNoise = InterleavedGradientNoise(pixelCoordinates, (_Time.y * 60.0) % 60);
// Accumulation loop, for blur.
[loop]
for (int i = 0; i < quality; i++)
{
// Randomized per fragment (pixel), and per-iteration.
// Noise (blue, IGN...) fixes directionality bias, skew.
float2 randomInput = (pixelCoordinates + i) + interleavedGradientNoise;
// -0.5 to center.
float2 randomPointInUnitSquare = Random2DFrom2D(randomInput) - 0.5;
// Radial clipping.
float distanceToCenter = length(randomPointInUnitSquare);
if (clip && distanceToCenter > 0.5)
{
continue;
}
// Radial weighting, fading out towards the edges.
float weight;
if (radial)
{
weight = (0.5 - distanceToCenter) * 2.0;
// Saturate, in case of NOT using clip.
if (!clip)
{
weight = saturate(weight);
}
}
else
{
weight = 1.0;
}
float2 uvOffset = randomPointInUnitSquare * radius;
// Accumulate, sum.
output += SAMPLE_TEXTURE2D(tex, samplerState, uv + uvOffset) * weight;
totalWeight += weight;
}
// Average, 'normalize'.
output /= totalWeight;
}
// Box blur with clipping and smoothing, +animated noise to hide lower sample iteration artifacts.
// Faster and uglier (more noisy) than the double-loop box blur. May want to use a blue noise texture later.
void NoiseCircleBlur_float(Texture2D tex, float2 uv, float2 texelSize, SamplerState samplerState, int quality, float2 radius, out float4 output)
{
// Initialize.
output = 0.0;
// If no blur, return current pixel as-is.
if (radius.x <= 0.0 && radius.y <= 0.0)
{
output = SAMPLE_TEXTURE2D(tex, samplerState, uv);
return;
}
// Pre-calculations, setup.
radius *= texelSize;
radius /= 2.0;
// Noise.
float2 textureResolution;
tex.GetDimensions(textureResolution.x, textureResolution.y);
float2 pixelCoordinates = uv * textureResolution;
float frame = (_Time.y * 60.0) % 60;
float interleavedGradientNoise = InterleavedGradientNoise(pixelCoordinates, frame);
float stepSize = 1.0 / float(quality);
// Accumulation loop, for blur.
for (int i = 0; i < quality; i++)
{
// Loop progress.
float t = i * stepSize;
// Noise value -> disk/circle offset.
float angle = interleavedGradientNoise + t;
float2 randomPointOnUnitCircle = PointOnUnitCircle(angle * TAU);
float2 randomPointInUnitSquare = Random2DFrom3D(
float3(pixelCoordinates, interleavedGradientNoise + i));
// -0.5 to center.
randomPointInUnitSquare -= 0.5;
// Combine circle and square noise.
float2 noise = randomPointOnUnitCircle + randomPointInUnitSquare;
// Scale to blur radius.
float2 uvOffset = noise * radius;
// Gather, sum.
output += SAMPLE_TEXTURE2D(tex, samplerState, uv + uvOffset);
}
// Average, 'normalize'.
output /= quality;
}
// LOD-based blur.
// TO-DO: add LOD mixing/blending as a separate stand-alone function?
void LODBlur_float(
Texture2D lodTexture, Texture2D rawTexture,
float2 uvSS, float2 texelSize, float2 renderResolution,
SamplerState samplerState,
int blurQuality, float blurRadius, float blurDilateRadius,
float lodPower, float noise,
out float4 output)
{
// Calculate LOD from radius, with power shaping for control.
float lodRaw = log2(max(blurRadius * renderResolution.y, 1e-5));
if (lodRaw > 0.0)
{
lodRaw = pow(lodRaw, lodPower);
}
int lodA = floor(lodRaw);
// I noticed 'snapping' (of apparent LOD) under normal texture distortion when 0.0 blur,
// which would trigger instant return of texture sample as-is.
// Hence, I moved this from start of the the function, to here, immediately after I have the LOD.
// I can return the LOD'd sample instead of a 'raw' sample.
if (blurRadius == 0.0)
{
output = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, uvSS, lodA); return;
}
int lodB = lodA + 1;
float lodBlend = frac(lodRaw);
float lodBlendRaw = saturate(lodRaw);
bool blendRaw = lodRaw < 1.0;
blendRaw = false;
// Scale radius by output render resolution and input mip texture resolution.
float2 textureResolution;
lodTexture.GetDimensions(textureResolution.x, textureResolution.y);
float renderResolutionOverTextureResolution = renderResolution / textureResolution;
blurRadius *= renderResolutionOverTextureResolution * (2.0 + blurDilateRadius);
// Blur.
output = 0.0;
float step = 1.0 / blurQuality;
//float step = 1.0 / max(1.0, (blurQuality - (noise != 0.0 ? 0 : 1)));
// TO-DO: Adjust LOD UV offset by the appropriate LOD texel size, so it's always centered.
// Else, it tends to move top-right with higher LODs...
[loop]
for (int i = 0; i < blurQuality; i++)
{
float2 sampleUV = uvSS;
if (noise != 0.0)
{
float t = i * step;
t += step * noise;
float angle = t * TAU;
float2 randomPoint = PointOnUnitCircle(angle);
randomPoint *= texelSize;
float2 uvOffset = randomPoint * blurRadius;
sampleUV += uvOffset;
}
float4 sampleB = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodB);
float4 sample;
if (!blendRaw)
{
float4 sampleA = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodA);
sample = lerp(sampleA, sampleB, lodBlend);
}
else
{
float4 sampleRaw = SAMPLE_TEXTURE2D(rawTexture, samplerState, sampleUV);
sample = lerp(sampleRaw, sampleB, lodBlendRaw);
}
output += sample;
}
output /= blurQuality;
}
void LODBlur_DepthAware_float(
Texture2D lodTexture, Texture2D rawTexture,
Texture2D depthTexure, Texture2D customDepthTexure,
float2 uvSS, float2 texelSize, float2 renderResolution,
SamplerState samplerState,
int blurQuality, float blurRadius, float blurDilateRadius,
float lodPower, float noise,
out float4 output)
{
// Calculate LOD from radius, with power shaping for control.
float lodRaw = log2(max(blurRadius * renderResolution.y, 1e-5));
if (lodRaw > 0.0)
{
lodRaw = pow(lodRaw, lodPower);
}
int lodA = floor(lodRaw);
// I noticed 'snapping' (of apparent LOD) under normal texture distortion when 0.0 blur,
// which would trigger instant return of texture sample as-is.
// Hence, I moved this from start of the the function, to here, immediately after I have the LOD.
// I can return the LOD'd sample instead of a 'raw' sample.
if (blurRadius == 0.0)
{
output = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, uvSS, lodA);
return;
}
int lodB = lodA + 1;
float lodBlend = frac(lodRaw);
float lodBlendRaw = saturate(lodRaw);
bool blendRaw = lodRaw < 1.0;
blendRaw = false;
// Scale radius by output render resolution and input mip texture resolution.
float2 textureResolution;
lodTexture.GetDimensions(textureResolution.x, textureResolution.y);
float renderResolutionOverTextureResolution = renderResolution / textureResolution;
blurRadius *= renderResolutionOverTextureResolution * (2.0 + blurDilateRadius);
// Blur.
output = 0.0;
float step = 1.0 / blurQuality;
[loop]
for (int i = 0; i < blurQuality; i++)
{
float2 sampleUV = uvSS;
if (noise != 0.0)
{
float t = i * step;
t += step * noise;
float angle = t * TAU;
float2 randomPoint = PointOnUnitCircle(angle);
randomPoint *= texelSize;
float2 uvOffset = randomPoint * blurRadius;
sampleUV += uvOffset;
}
// Depth test.
float depth = SAMPLE_DEPTH_TEXTURE(depthTexure, samplerState, sampleUV);
float customDepth = SAMPLE_DEPTH_TEXTURE(customDepthTexure, samplerState, sampleUV);
// If depth closer to camera.
if (customDepth < depth)
{
output = SAMPLE_TEXTURE2D(rawTexture, samplerState, uvSS);
return;
}
float4 sampleB = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodB);
float4 sample;
if (!blendRaw)
{
float4 sampleA = SAMPLE_TEXTURE2D_LOD(lodTexture, samplerState, sampleUV, lodA);
sample = lerp(sampleA, sampleB, lodBlend);
}
else
{
float4 sampleRaw = SAMPLE_TEXTURE2D(rawTexture, samplerState, sampleUV);
sample = lerp(sampleRaw, sampleB, lodBlendRaw);
}
output += sample;
}
output /= blurQuality;
}
#endif
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@@ -0,0 +1,66 @@
#ifndef VFXTOOLKIT_DEMO_HASH_HLSL
#define VFXTOOLKIT_DEMO_HASH_HLSL
// --------------------------------------------------
// Hash function(s), by David Hoskins:
// > https://www.shadertoy.com/view/4djSRW
// 1 in, 1 out.
float Random1DFrom1D(float p)
{
p = frac(p * 0.1031);
p *= p + 33.33;
p *= p + p;
return frac(p);
}
// 1 in, 2 out.
float2 Random2DFrom1D(float p)
{
float3 p3 = frac(p * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// 2 in, 1 out.
float Random1DFrom2D(float2 p)
{
float3 p3 = frac(float3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.x + p3.y) * p3.z);
}
// 2 in, 2 out.
float2 Random2DFrom2D(float2 p)
{
float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// 3 in, 2 out.
float2 Random2DFrom3D(float3 p3)
{
p3 = frac(p3 * float3(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.xx + p3.yz) * p3.zy);
}
// --------------------------------------------------
#endif
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uploadId: 933120
@@ -0,0 +1,59 @@
// Mirza: https://www.shadertoy.com/view/Dl3fRl
#define FLAT_TOP_HEXAGON
// MB: This special right-angle triangle (30-60-90°) is just half an equilateral ('regular') triangle (all sides = 60°).
// https://en.wikipedia.org/wiki/Equilateral_triangle
#ifdef FLAT_TOP_HEXAGON
#define tsnTriangleRatio float2(sqrt(3.0), 1.0)
#else
#define tsnTriangleRatio float2(1.0, sqrt(3.0))
#endif
void Hex_float(float2 p, out float output)
{
p = abs(p);
#ifdef FLAT_TOP_HEXAGON
output = max(dot(p, tsnTriangleRatio * 0.5), p.y);
#else
output = max(dot(p, tsnTriangleRatio * 0.5), p.x);
#endif
}
// xy = 2D distance in each cell. Use with Hex() to get hexagon shape.
// zw = hexagonal-quantized UV coordinates (cell ID).
// MB: See, https://andrewhungblog.wordpress.com/2018/07/28/shader-art-tutorial-hexagonal-grids/
// Essentially rows of points, where every other row is shifted.
// https://blender.stackexchange.com/questions/161701/how-to-do-uv-indexing-in-hexagonal-pattern
void HexLattice_float(float2 uv, out float2 cellDistance, out float2 cellUV, out float cell)
{
// MB: Using round (vs. floor), removing need for + 0.5.
#ifdef FLAT_TOP_HEXAGON
float4 hexCenter = round(float4(uv, uv - float2(1.0, 0.5)) / tsnTriangleRatio.xyxy);
#else
float4 hexCenter = round(float4(uv, uv - float2(0.5, 1.0)) / tsnTriangleRatio.xyxy);
#endif
float4 offset = float4(uv - (hexCenter.xy * tsnTriangleRatio), uv - ((hexCenter.zw + 0.5) * tsnTriangleRatio));
if (dot(offset.xy, offset.xy) < dot(offset.zw, offset.zw))
{
cellDistance = offset.xy;
cellUV = hexCenter.xy;
}
else
{
cellDistance = offset.zw;
cellUV = hexCenter.zw + 0.5;
}
Hex_float(cellDistance, cell);
}
@@ -0,0 +1,14 @@
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@@ -0,0 +1,8 @@
#ifndef VFXTOOLKIT_DEMO_ROTATION_HLSL
#define VFXTOOLKIT_DEMO_ROTATION_HLSL
// ...
#endif
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