Files
FlaxEngine/Source/Shaders/Quad.shader
2024-05-15 11:15:19 +02:00

145 lines
3.8 KiB
GLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
// Interpolants passed from the vertex shader to the PostFx material pixel shader
struct MaterialVertexOutput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
};
META_CB_BEGIN(0, Data)
float4 Color;
META_CB_END
// Vertex Shader for screen space quad rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
Quad_VS2PS VS(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
Quad_VS2PS output;
output.Position = float4(Position, 0, 1);
output.TexCoord = TexCoord;
return output;
}
// Vertex Shader function for postFx materials rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
MaterialVertexOutput VS_PostFx(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
MaterialVertexOutput output;
output.Position = float4(Position, 0, 1);
output.WorldPosition = output.Position.xyz;
output.TexCoord = TexCoord;
return output;
}
#ifdef _PS_CopyLinear
Texture2D Source : register(t0);
// Pixel Shader for screen space quad rendering for image copy (linear sampling)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_CopyLinear(Quad_VS2PS input) : SV_Target
{
return Source.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
}
#endif
// Pixel Shader for clearing a render target with a solid color
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Clear(Quad_VS2PS input) : SV_Target
{
return Color;
}
// Pixel Shader for clearing depth buffer
META_PS(true, FEATURE_LEVEL_ES2)
float PS_DepthClear(Quad_VS2PS input) : SV_Depth
{
return Color.r;
}
#ifdef _PS_DepthCopy
Texture2D Source : register(t0);
// Pixel Shader for copying depth buffer
META_PS(true, FEATURE_LEVEL_ES2)
float PS_DepthCopy(Quad_VS2PS input) : SV_Depth
{
return Source.SampleLevel(SamplerPointClamp, input.TexCoord * Color.xy + Color.zw, 0).r;
}
#endif
float4 yuv2rgb(int y, int u, int v)
{
u -= 128;
v -= 128;
float r = y + 1.402 * v;
float g = y - 0.34414 * u - 0.71414 * v;
float b = y + 1.772 * u;
return float4(r, g, b, 256.0f) / 256.0f;
}
#ifdef _PS_DecodeYUY2
// Raw memory with texture of format YUY2 and size passed in Color.xy
Buffer<uint> SourceYUY2 : register(t0);
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_DecodeYUY2(Quad_VS2PS input) : SV_Target
{
// Read YUY2 pixel
uint p = (uint)input.Position.y * (uint)Color.x + (uint)input.Position.x;
uint data = SourceYUY2[p / 2];
// Unpack YUY components
int v = ((data & 0xff000000) >> 24);
int y1 = (data & 0xff0000) >> 16;
int u = ((data & 0xff00) >> 8);
int y0 = data & 0xff;
int y = p % 2 == 0 ? y0: y1;
// Convert yuv to rgb
return yuv2rgb(y, u, v);
}
#endif
#ifdef _PS_DecodeNV12
// Raw memory with texture of format NV12 and size passed in Color.xy
Buffer<uint> SourceNV12 : register(t0);
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_DecodeNV12(Quad_VS2PS input) : SV_Target
{
// Read NV12 pixel (Y plane of size w*h, followed by interleaved UV plane is of size w*h/2)
uint size = (uint)(Color.x * Color.y);
uint p = (uint)input.Position.y * (uint)Color.x + (uint)input.Position.x;
uint y = (SourceNV12[p / 4] >> ((p % 4) * 8)) & 0xff;
p = (uint)(input.Position.y * 0.5f) * (uint)Color.x + (uint)input.Position.x;
p = (p / 2) * 2;
uint u = (SourceNV12[size / 4 + p / 4] >> ((p % 4) * 8)) & 0xff;
p = (uint)(input.Position.y * 0.5f) * (uint)Color.x + (uint)input.Position.x;
p = (p / 2) * 2 + 1;
uint v = (SourceNV12[size / 4 + p / 4] >> ((p % 4) * 8)) & 0xff;
// Convert yuv to rgb
return yuv2rgb(y, u, v);
}
#endif