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67 lines
1.2 KiB
67 lines
1.2 KiB
#pragma kernel FgFiltBodyIndex
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uint _TexResX;
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uint _TexResY;
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//uint _NumBodies;
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//int _BodyIndices[10]; // ComputeShader.SetInts() doesn't work correctly
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int _BodyIndexAll;
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int _BodyIndex0;
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int _BodyIndex1;
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int _BodyIndex2;
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int _BodyIndex3;
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int _BodyIndex4;
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StructuredBuffer<uint> _BodyIndexMap;
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RWTexture2D<float4> _AlphaTex;
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[numthreads(8, 8, 1)]
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void FgFiltBodyIndex(uint3 id : SV_DispatchThreadID)
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{
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uint di = (id.x + id.y * _TexResX);
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uint bi4 = _BodyIndexMap[di >> 2];
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int bi = 255;
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//_NumBodies = 2;
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//_BodyIndices[0] = 5;
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//_BodyIndices[1] = 0;
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switch (di & 3)
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{
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case 0:
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bi = bi4 & 255;
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break;
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case 1:
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bi = (bi4 >> 8) & 255;
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break;
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case 2:
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bi = (bi4 >> 16) & 255;
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break;
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case 3:
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bi = (bi4 >> 24) & 255;
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break;
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}
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bool mask0 = (bi != 255);
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bool mask = false; // _NumBodies == 0 ? mask0 : false;
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//for (uint i = 0; mask0 && i < _NumBodies; i++)
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//{
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// mask = mask || (bi == _BodyIndices[i]);
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// if (mask) break;
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//}
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if (_BodyIndexAll != 0)
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{
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mask = mask0;
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}
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else
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{
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mask = (bi == _BodyIndex0) || (bi == _BodyIndex1) || (bi == _BodyIndex2) || (bi == _BodyIndex3) || (bi == _BodyIndex4);
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}
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_AlphaTex[id.xy] = float4(mask, mask, mask, mask);
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}
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