2019-01-29 08:15:40 +00:00
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// 2D Signed Distance Field Generator
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//
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// This will produce an approximated Signed Distance Field on the fly.
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// Version 1.0:
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// - Inputs:
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// - _image: Source Image
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// - _size: Size of SDF Frame
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// - _sdf: Last SDF Frame
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// - _threshold: Alpha Threshold
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// - Output:
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// - float4
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// - R: If outside, distance to nearest wall, otherwise 0.
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// - G: If inside, distance to nearest wall, otherwise 0.
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// - BA: UV coordinates of nearest wall.
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2021-09-07 00:58:17 +00:00
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//
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2019-01-29 08:15:40 +00:00
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// Version 1.1:
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// - See Version 1.0
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// - Adjusted R, G to be 0..1 range, multiply by 65536.0 to get proper results.
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// -------------------------------------------------------------------------------- //
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// Defines
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#define MAX_DISTANCE 65536.0
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#define NEAR_INFINITE 18446744073709551616.0
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#define RANGE 4
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// -------------------------------------------------------------------------------- //
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2018-11-08 12:52:43 +00:00
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// OBS Default
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uniform float4x4 ViewProj;
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// Inputs
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uniform texture2d _image;
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uniform float2 _size;
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uniform texture2d _sdf; // in, out - swap rendering
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uniform float _threshold;
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sampler_state sdfSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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2019-01-29 08:15:40 +00:00
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sampler_state sdfSampler1_1 {
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Filter = Linear;
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AddressU = Border;
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AddressV = Border;
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BorderColor = FFFFFFFF;
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};
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2018-11-08 12:52:43 +00:00
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sampler_state imageSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PS_SDFGenerator_v1(VertDataOut v_in) : TARGET
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{
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float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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// utility values
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float2 uv_step = 1.0 / _size;
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float lowest = NEAR_INFINITE;
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float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
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float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
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2021-09-07 00:58:17 +00:00
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// inputs
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float imageA = _image.Sample(imageSampler, v_in.uv).a;
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2018-11-08 12:52:43 +00:00
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// sdf contains 4 values: R = Positive Distance, G = Negative Distance, BA = UV of nearest edge.
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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if (imageA > _threshold) {
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// Inside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr));
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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if (lowest > (here.g + dst)) {
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lowest = here.g + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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2021-09-07 00:58:17 +00:00
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if (lowest < NEAR_INFINITE) {
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outval.g = lowest;
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outval.ba = lowest_origin;
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}
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2018-11-08 12:52:43 +00:00
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} else {
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// Outside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr));
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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if (lowest > (here.r + dst)) {
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lowest = here.r + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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2021-09-07 00:58:17 +00:00
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if (lowest < NEAR_INFINITE) {
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outval.r = lowest;
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outval.ba = lowest_origin;
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}
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2018-11-08 12:52:43 +00:00
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}
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2021-09-07 00:58:17 +00:00
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2018-11-08 12:52:43 +00:00
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return outval;
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}
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2019-01-29 08:15:40 +00:00
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float4 PS_SDFGenerator_v1_1(VertDataOut v_in) : TARGET
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{
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const float step = 1.0 / MAX_DISTANCE;
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float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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// utility values
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float2 uv_step = 1.0 / _size;
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float lowest = NEAR_INFINITE;
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float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
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float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
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2021-09-07 00:58:17 +00:00
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// inputs
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2019-01-29 08:15:40 +00:00
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float imageA = _image.Sample(imageSampler, v_in.uv).a;
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float4 self = _sdf.Sample(sdfSampler1_1, v_in.uv);
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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if (imageA > _threshold) {
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// Inside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler1_1, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr)) * step;
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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if (lowest > (here.g + dst)) {
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lowest = here.g + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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2021-09-07 00:58:17 +00:00
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if (lowest < NEAR_INFINITE) {
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outval.g = lowest;
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outval.ba = lowest_origin;
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} else {
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2019-01-29 08:15:40 +00:00
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outval.g = self.g + step;
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}
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} else {
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// Outside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler1_1, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr)) * step;
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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if (lowest > (here.r + dst)) {
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lowest = here.r + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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2021-09-07 00:58:17 +00:00
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if (lowest < NEAR_INFINITE) {
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outval.r = lowest;
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outval.ba = lowest_origin;
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} else {
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2019-01-29 08:15:40 +00:00
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outval.r = self.r + step;
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}
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}
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2021-09-07 00:58:17 +00:00
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2019-01-29 08:15:40 +00:00
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return outval;
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}
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2018-11-08 12:52:43 +00:00
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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2019-01-29 08:15:40 +00:00
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pixel_shader = PS_SDFGenerator_v1_1(v_in);
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2018-11-08 12:52:43 +00:00
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}
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}
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