function make_paint_color_attachments(): string[] { if (context_raw.tool == tool_type_t.PICKER) { let res: string[] = ["RGBA32", "RGBA32", "RGBA32", "RGBA32"]; return res; } let res: string[] = ["RGBA32", "RGBA32", "RGBA32", "R8"]; return res; } function make_paint_run(data: material_t, matcon: material_context_t): node_shader_context_t { let props: shader_context_t = { name: "paint", depth_write: false, compare_mode: "always", cull_mode: "none", vertex_elements: [ { name: "pos", data: "short4norm" }, { name: "nor", data: "short2norm" }, { name: "tex", data: "short2norm" } ], color_attachments: make_paint_color_attachments() }; let con_paint: node_shader_context_t = node_shader_context_create(data, props); con_paint.data.color_writes_red = [true, true, true, true]; con_paint.data.color_writes_green = [true, true, true, true]; con_paint.data.color_writes_blue = [true, true, true, true]; con_paint.data.color_writes_alpha = [true, true, true, true]; con_paint.allow_vcols = mesh_data_get_vertex_array(context_raw.paint_object.data, "col") != null; let kong: node_shader_t = node_shader_context_make_kong(con_paint); if (context_raw.tool == tool_type_t.PICKER) { // Mangle vertices to form full screen triangle node_shader_write_vert(kong, "output.pos = float4(-1.0 + float((vertex_id() & 1) << 2), -1.0 + float((vertex_id() & 2) << 1), 0.0, 1.0);"); node_shader_add_texture(kong, "gbuffer2"); node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size"); node_shader_add_constant(kong, "inp: float4", "_input_brush"); // node_shader_write_frag(kong, "var tex_coord_inp: float2 = gbuffer2[uint2(constants.inp.x * constants.gbuffer_size.x, constants.inp.y * constants.gbuffer_size.y)].ba;"); node_shader_write_frag(kong, "var tex_coord_inp4: float4 = gbuffer2[uint2(constants.inp.x * constants.gbuffer_size.x, constants.inp.y * constants.gbuffer_size.y)];"); node_shader_write_frag(kong, "var tex_coord_inp: float2 = tex_coord_inp4.ba;"); kong.frag_out = "float4[4]"; node_shader_add_texture(kong, "texpaint"); node_shader_add_texture(kong, "texpaint_nor"); node_shader_add_texture(kong, "texpaint_pack"); node_shader_write_frag(kong, "output[0] = sample_lod(texpaint, sampler_linear, tex_coord_inp, 0.0);"); node_shader_write_frag(kong, "output[1] = sample_lod(texpaint_nor, sampler_linear, tex_coord_inp, 0.0);"); node_shader_write_frag(kong, "output[2] = sample_lod(texpaint_pack, sampler_linear, tex_coord_inp, 0.0);"); node_shader_write_frag(kong, "output[3].rg = tex_coord_inp.xy;"); con_paint.data.shader_from_source = true; gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_paint.data.vertex_shader), ADDRESS(con_paint.data.fragment_shader), ADDRESS(con_paint.data._.vertex_shader_size), ADDRESS(con_paint.data._.fragment_shader_size)); return con_paint; } node_shader_write_vert(kong, "var tpos: float2 = float2(input.tex.x * 2.0 - 1.0, (1.0 - input.tex.y) * 2.0 - 1.0);"); node_shader_write_vert(kong, "output.pos = float4(tpos, 0.0, 1.0);"); node_shader_add_constant(kong, "WVP: float4x4", "_world_view_proj_matrix"); node_shader_add_out(kong, "ndc: float4"); node_shader_write_attrib_vert(kong, "output.ndc = constants.WVP * float4(input.pos.xyz, 1.0);"); node_shader_write_attrib_frag(kong, "var sp: float3 = (input.ndc.xyz / input.ndc.w) * 0.5 + 0.5;"); node_shader_write_attrib_frag(kong, "sp.y = 1.0 - sp.y;"); node_shader_write_attrib_frag(kong, "sp.z -= 0.0001;"); // small bias node_shader_add_constant(kong, "inp: float4", "_input_brush"); node_shader_add_constant(kong, "inplast: float4", "_input_brush_last"); node_shader_add_constant(kong, "aspect_ratio: float", "_aspect_ratio_window"); node_shader_write_frag(kong, "var bsp: float2 = sp.xy * 2.0 - 1.0;"); node_shader_write_frag(kong, "bsp.x *= constants.aspect_ratio;"); node_shader_write_frag(kong, "bsp = bsp * 0.5 + 0.5;"); node_shader_add_texture(kong, "gbufferD"); kong.frag_out = "float4[4]"; node_shader_add_constant(kong, "brush_radius: float", "_brush_radius"); node_shader_add_constant(kong, "brush_opacity: float", "_brush_opacity"); node_shader_add_constant(kong, "brush_hardness: float", "_brush_hardness"); if (context_raw.tool == tool_type_t.ERASER || context_raw.tool == tool_type_t.CLONE || context_raw.tool == tool_type_t.BLUR || context_raw.tool == tool_type_t.SMUDGE) { node_shader_write_frag(kong, "var dist: float = 0.0;"); node_shader_write_frag(kong, "var depth: float = sample_lod(gbufferD, sampler_linear, constants.inp.xy, 0.0).r;"); node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix"); node_shader_write_frag(kong, "var winp: float4 = float4(float2(constants.inp.x, 1.0 - constants.inp.y) * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);"); node_shader_write_frag(kong, "winp = constants.invVP * winp;"); node_shader_write_frag(kong, "winp.xyz = winp.xyz / winp.w;"); kong.frag_wposition = true; node_shader_write_frag(kong, "var depthlast: float = sample_lod(gbufferD, sampler_linear, constants.inplast.xy, 0.0).r;"); node_shader_write_frag(kong, "var winplast: float4 = float4(float2(constants.inplast.x, 1.0 - constants.inplast.y) * 2.0 - 1.0, depthlast * 2.0 - 1.0, 1.0);"); node_shader_write_frag(kong, "winplast = constants.invVP * winplast;"); node_shader_write_frag(kong, "winplast.xyz = winplast.xyz / winplast.w;"); node_shader_write_frag(kong, "var pa: float3 = input.wposition - winp.xyz;"); node_shader_write_frag(kong, "var ba: float3 = winplast.xyz - winp.xyz;"); // Capsule node_shader_write_frag(kong, "var h: float = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);"); node_shader_write_frag(kong, "dist = length(pa - ba * h);"); node_shader_write_frag(kong, "if (dist > constants.brush_radius) { discard; }"); } if (context_raw.tool == tool_type_t.CLONE || context_raw.tool == tool_type_t.BLUR || context_raw.tool == tool_type_t.SMUDGE) { node_shader_add_texture(kong, "gbuffer2"); node_shader_add_constant(kong, "gbuffer_size: float2", "_gbuffer_size"); node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo"); node_shader_add_texture(kong, "texpaint_nor_undo", "_texpaint_nor_undo"); node_shader_add_texture(kong, "texpaint_pack_undo", "_texpaint_pack_undo"); if (context_raw.tool == tool_type_t.CLONE) { } else { // Blur } } node_shader_write_frag(kong, "var opacity: float = 1.0;"); node_shader_write_frag(kong, "if (opacity == 0.0) { discard; }"); node_shader_write_frag(kong, "var str: float = clamp((constants.brush_radius - dist) * constants.brush_hardness * 400.0, 0.0, 1.0) * opacity;"); // Manual blending to preserve memory kong.frag_wvpposition = true; node_shader_write_frag(kong, "var sample_tc: float2 = float2(input.wvpposition.x / input.wvpposition.w, input.wvpposition.y / input.wvpposition.w) * 0.5 + 0.5;"); node_shader_write_frag(kong, "sample_tc.y = 1.0 - sample_tc.y;"); node_shader_add_texture(kong, "paintmask"); node_shader_write_frag(kong, "var sample_mask: float = sample_lod(paintmask, sampler_linear, sample_tc, 0.0).r;"); node_shader_write_frag(kong, "str = max(str, sample_mask);"); node_shader_add_texture(kong, "texpaint_undo", "_texpaint_undo"); node_shader_write_frag(kong, "var sample_undo: float4 = sample_lod(texpaint_undo, sampler_linear, sample_tc, 0.0);"); if (context_raw.tool == tool_type_t.ERASER) { node_shader_write_frag(kong, "output[0] = float4(0.0, 0.0, 0.0, 0.0);"); node_shader_write_frag(kong, "output[1] = float4(0.5, 0.5, 1.0, 0.0);"); node_shader_write_frag(kong, "output[2] = float4(1.0, 0.0, 0.0, 0.0);"); } node_shader_write_frag(kong, "output[3] = float4(str, 0.0, 0.0, 1.0);"); parser_material_finalize(con_paint); parser_material_sample_keep_aspect = false; con_paint.data.shader_from_source = true; gpu_create_shaders_from_kong(node_shader_get(kong), ADDRESS(con_paint.data.vertex_shader), ADDRESS(con_paint.data.fragment_shader), ADDRESS(con_paint.data._.vertex_shader_size), ADDRESS(con_paint.data._.fragment_shader_size)); return con_paint; }