Files
2024-07-22 09:32:24 +02:00

21 lines
499 B
HLSL

#include "globals.hlsli"
RWTexture2D<float4> output : register(u0);
[numthreads(8, 8, 1)]
void main(uint3 DTid : SV_DispatchThreadID)
{
uint2 dim;
output.GetDimensions(dim.x, dim.y);
float2 dim_rcp = rcp(dim);
float2 uv = DTid.xy * dim_rcp * 10;
float time = GetTime();
float4 caustics = float4(
caustic_pattern(uv + float2(0, 0), time),
caustic_pattern(uv + float2(dim_rcp.x * 8, 0), time),
caustic_pattern(uv + float2(0, dim_rcp.y * 8), time),
1
);
output[DTid.xy] = caustics;
}