49 lines
1.1 KiB
Text
49 lines
1.1 KiB
Text
#pragma kernel FgFiltDist
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//float4x4 Transform;
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//float Xmin;
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//float Xmax;
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//float Ymin;
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//float Ymax;
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//float Zmin;
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//float Zmax;
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float4 _PosMin;
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float4 _PosMaxX;
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float4 _PosMaxY;
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float4 _PosMaxZ;
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float4 _PosDot;
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RWTexture2D<float4> VertexTex;
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[numthreads(8, 8, 1)]
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void FgFiltDist(uint3 id : SV_DispatchThreadID)
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{
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float4 vertex = VertexTex[id.xy];
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float3 vpos = (float3)vertex; // mul(Transform, vertex).xyz;
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bool mask = (vertex.a != 0); // && (vpos.y >= 0);
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//bool isInside = vpos.x >= Xmin && vpos.x <= Xmax && vpos.y >= Ymin && vpos.y <= Ymax && vpos.z >= Zmin && vpos.z <= Zmax;
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//mask = mask && isInside;
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float3 pmin = (float3)_PosMin;
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float3 pv = vpos - pmin;
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float3 px = (float3)_PosMaxX;
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float3 py = (float3)_PosMaxY;
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float3 pz = (float3)_PosMaxZ;
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float3 pdot = (float3)_PosDot;
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float dx = dot(pv, px);
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bool bx = dx >= 0.0 && dx <= pdot.x;
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float dy = dot(pv, py);
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bool by = dy >= 0.0 && dy <= pdot.y;
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float dz = dot(pv, pz);
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bool bz = dz >= 0.0 && dz <= pdot.z;
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mask = mask && bx && by && bz;
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VertexTex[id.xy] = float4(mask, mask, mask, mask);
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}
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