VRTowerDef/Plugins/MetaXR/Source/OculusXRHMD/Private/OculusStressTestShader.usf

66 lines
1.3 KiB
Plaintext
Raw Normal View History

2024-05-29 08:53:41 +00:00
#include "Common.ush"
void MainVertexShader(
float4 InPosition : ATTRIBUTE0,
float2 InUV : ATTRIBUTE1,
out float2 OutUV : TEXCOORD0,
out float4 OutPosition : SV_POSITION
)
{
OutPosition = InPosition;
OutUV = InUV;
}
Texture2D<uint> TextureParameter;
#define Zoom 2
#define Pan float2(0.5, 0)
#define Aspect 1
#define Iterations int(128*PSVariables.IterationsMultiplier)
#define JuliaSeed float2(0.39, 0.2)
#define ColorScale float3(4, 5, 6)
float ComputeValue(float2 v, float2 offset)
{
float vxsquare = 0;
float vysquare = 0;
int iteration = 0;
int lastIteration = Iterations;
do
{
vxsquare = v.x * v.x;
vysquare = v.y * v.y;
v = float2(vxsquare - vysquare, v.x * v.y * 2) + offset;
iteration++;
if ((lastIteration == Iterations) && (vxsquare + vysquare) > 4.0)
{
lastIteration = iteration + 1;
}
} while (iteration < lastIteration);
return (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(Iterations);
}
float4 Mandelbrot_Func(float2 texCoord : TEXCOORD0) : COLOR0
{
float2 v = (texCoord - 0.5) * Zoom * float2(1, Aspect) - Pan;
float val = ComputeValue(v, v);
return float4(sin(val * ColorScale.x), sin(val * ColorScale.y), sin(val * ColorScale.z), 1);
}
void MainPixelShader(
in float2 uv : TEXCOORD0,
out float4 OutColor : SV_Target0
)
{
OutColor = Mandelbrot_Func(uv);
}