45 lines
946 B
C
45 lines
946 B
C
#define MARK_ADJUST 1
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uniform float4 markswitch_current;
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uniform float4 markswitch_count;
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uniform float4 markswitch_color;
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int mark_sides()
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{
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int sides = 1;
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while (sides * sides < int(markswitch_count.x))
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{
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sides += 1;
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}
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return sides;
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}
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float2 mark_adjust(float2 pos)
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{
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int sides = mark_sides();
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float d_x = int(markswitch_current.x) % sides;
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float d_y = int(markswitch_current.x) / sides;
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float p_x = clamp(d_x + pos.x, d_x, d_x + 1) / sides;
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float p_y = clamp(d_y + pos.y, d_y, d_y + 1) / sides;
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return float2(p_x, p_y);
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}
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float current_lum()
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{
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float lum_min = 0.85;
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float lum_max = 3;
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float lum = s_tonemap.Load(int3(0, 0, 0)).x;
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return clamp(1 - (lum - lum_min) / (lum_max - lum_min), 0, 1);
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}
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float4 lum_adjust(float4 color)
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{
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if (markswitch_color.a)
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color = float4(markswitch_color.r, markswitch_color.g, markswitch_color.b, markswitch_color.a * (color.r + (1 - current_lum()) * color.g));
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return color;
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}
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