gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/plugin-hlsl/PSMain_snow.hlsl
Seungha Yang 13c90b606a d3dshader: Add HLSL shader library
Adding a new library for HLSL compile and compiled bytecode caching.
This library will be used by d3d11 and d3d12 library/plugin, in order to
reuse single HLSL code and compiled HLSL bytecode.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6434>
2024-03-24 22:05:49 +09:00

75 lines
1.9 KiB
HLSL

/* GStreamer
* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer SnowConstBuffer : register(b0)
{
float time;
float alpha;
float2 padding;
};
struct PS_INPUT
{
float4 Position : SV_POSITION;
float2 Texture : TEXCOORD;
};
float get_rand (float2 uv)
{
return frac (sin (dot (uv, float2 (12.9898,78.233))) * 43758.5453);
}
float4 ENTRY_POINT (PS_INPUT input) : SV_Target
{
float4 output;
float val = get_rand (time * input.Texture);
output.rgb = float3(val, val, val);
output.a = alpha;
return output;
}
#else
static const char str_PSMain_snow[] =
"cbuffer TimeConstBuffer : register(b0)\n"
"{\n"
" float time;\n"
" float alpha;\n"
" float2 padding;\n"
"};\n"
"\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position : SV_POSITION;\n"
" float2 Texture : TEXCOORD;\n"
"};\n"
"\n"
"float get_rand(float2 uv)\n"
"{\n"
" return frac (sin (dot (uv, float2 (12.9898,78.233))) * 43758.5453);\n"
"}\n"
"\n"
"float4 ENTRY_POINT (PS_INPUT input) : SV_Target\n"
"{\n"
" float4 output;\n"
" float val = get_rand (time * input.Texture);\n"
" output.rgb = float3(val, val, val);\n"
" output.a = alpha;\n"
" return output;\n"
"}\n";
#endif