1 | /////////
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2 | ///This example shader demonstrates how to use the sprite particle type added by the GTP to OGRE's particle types.
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3 | ///These sprites are quads with zero size, they should be scaled and rotated towards the camera by the vertex shader.
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4 | ///All four vertices of the quad are placed in the center of the particle, the z and w components of their texture coordinates
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5 | ///gives us the offset they should be moved in camera space (these components store the corner direction multiplied by the particle size).
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6 | ///The x and y components of the texture coordinates store the defult uv for texturing.
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7 | ////////
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8 | struct VS_OUT
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9 | {
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10 | float4 hPosition : POSITION;
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11 | float4 texCoord : TEXCOORD0;
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12 | float4 color : COLOR0;
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13 | };
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14 |
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15 | VS_OUT Sprite_VS(float4 position : POSITION,
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16 | float4 texCoord : TEXCOORD0,
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17 | float4 color : COLOR0,
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18 | uniform float4x4 worldView,
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19 | uniform float4x4 Proj)
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20 | {
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21 | VS_OUT OUT;
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22 | ///transform to camera space and create a sprite with vertex offset
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23 | //texCoord.y = 1.0 - texCoord.y;
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24 | float2 offset = texCoord.zw;
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25 | float4 cPosition = mul(worldView, position);
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26 | cPosition.xy += offset;
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27 |
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28 | // cPosition = float4(100*texCoord.xy,0,1);
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29 | ///projection
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30 | OUT.hPosition = mul( Proj, cPosition );
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31 | OUT.texCoord = texCoord;
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32 | // OUT.color = float4(offset,1,1.0);
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33 | OUT.color = color;
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34 |
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35 | return OUT;
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36 | }
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37 |
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38 | ///Simple texture mapping
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39 | float4 Sprite_PS(VS_OUT IN ,
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40 | uniform sampler2D colorTexture : register(s0)):COLOR
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41 | {
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42 | return 1;
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43 | return tex2D( colorTexture, IN.texCoord.xy) * IN.color;
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44 | }
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45 |
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46 | //////////
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47 | ///These shaders uses the sprite particle type. They demonstrate the "spherical billboards" (SBB) particle rendering method.
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48 | ///SBB alter the opacity of a particle according to the objects of the scene it intersects. To find out the correct opacity
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49 | ///we store scene depth values in a previous step, we assume that the particle is sphere shaped and find the length of the viewray
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50 | ///that travells inside a particle before reaching an object.
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51 | //////////
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52 | struct SBB_VS_OUT
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53 | {
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54 | float4 hPosition : POSITION;
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55 | float4 texCoord : TEXCOORD0;
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56 | float3 P : TEXCOORD1;
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57 | float3 Q : TEXCOORD2;
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58 | float r : TEXCOORD3;
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59 | float2 screenCoord : TEXCOORD4;
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60 | float4 color : COLOR0;
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61 | };
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62 |
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63 | SBB_VS_OUT SBB_Sprite_VS (float4 position : POSITION,
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64 | float4 texCoord : TEXCOORD0,
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65 | float4 color : COLOR,
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66 | uniform float width,
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67 | uniform float height,
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68 | uniform float4x4 worldView,
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69 | uniform float4x4 Proj)
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70 | {
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71 | SBB_VS_OUT OUT;
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72 | ///transform to camera space and create a sprite with vertex offset
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73 | float2 offset = texCoord.zw;
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74 | float4 cPosition;
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75 | float4 wPosition = position;
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76 | cPosition = mul(worldView, wPosition);
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77 | /// P is the particle sphere center
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78 | OUT.P = cPosition.xyz;
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79 | OUT.P.z = - 1 * OUT.P.z;
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80 | cPosition.xy += offset;
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81 | /// Q is the shaded point (it is moved backwards to avoid unwanted frontplane clipping)
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82 | OUT.Q = cPosition.xyz;
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83 | OUT.Q.z = OUT.P.z;
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84 | OUT.r = abs(texCoord.z);
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85 | /// calculate screen space position
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86 | OUT.hPosition = mul( Proj, cPosition );
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87 | OUT.screenCoord = (OUT.hPosition.xy / OUT.hPosition.w + 1.0) / 2.0;
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88 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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89 | OUT.screenCoord += float2(0.5/width, 0.5/height);
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90 |
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91 | OUT.texCoord = texCoord;
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92 | OUT.color = color;
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93 |
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94 | return OUT;
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95 | }
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96 |
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97 |
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98 | float4 SBB_Sprite_PS(SBB_VS_OUT IN ,
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99 | // in screenCoord : VPOS,
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100 | uniform float nearplane,
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101 | uniform float farplane,
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102 | uniform float4 color,
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103 | uniform sampler2D colorTexture : register(s0),
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104 | uniform sampler2D DepthMap : register(s1),
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105 | uniform sampler2D PlanckMap : register(s2)
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106 | ) : COLOR
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107 | {
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108 | float4 Color = IN.color;
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109 | float alpha = 0;
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110 |
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111 | /// get the depth values from the depthMap and calculate ray length in sphere
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112 | float d = length( IN.Q - IN.P );
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113 | float Zs;
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114 | if( d < IN.r )
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115 | {
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116 |
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117 | float w = sqrt( IN.r * IN.r - d * d );
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118 | alpha = w / IN.r;
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119 | alpha *= pow( (IN.r-d) / IN.r , 2);
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120 |
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121 | float F = IN.Q.z - w;
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122 | float B = IN.Q.z + w;
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123 |
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124 |
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125 | Zs = tex2D( DepthMap, IN.screenCoord ).r;
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126 | if(Zs == 0) Zs = farplane;
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127 | float ds = min( Zs, B ) - max( nearplane, F );
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128 | // float ds = min( Zs, B ) - F;
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129 | alpha *= ds / w * 0.5;
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130 |
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131 |
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132 | }
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133 | /// fetch opacity from a texture
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134 | Color.a *= tex2D( colorTexture, IN.texCoord.xy).r ;
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135 | //Color.a *= IN.color.a;
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136 | Color.a *= alpha;
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137 | /// address a color map (colors of fire eg.) with the alpha
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138 | //Color.rgb = tex2D( PlanckMap, Color.aa).rgb;
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139 |
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140 | return Color * color;
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141 | }
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142 |
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143 | struct SBB_ILLUM_VS_OUT
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144 | {
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145 | float4 hPosition : POSITION;
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146 | float4 texCoord : TEXCOORD0;
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147 | float3 P : TEXCOORD1;
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148 | float3 Q : TEXCOORD2;
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149 | float r : TEXCOORD3;
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150 | float2 screenCoord : TEXCOORD4;
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151 | float4 lightCoord : TEXCOORD5;
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152 | float4 color : COLOR0;
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153 | };
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154 |
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155 | SBB_ILLUM_VS_OUT SBB_Sprite_Illum_VS (float4 position : POSITION,
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156 | float4 texCoord : TEXCOORD0,
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157 | float4 color : COLOR,
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158 | uniform float width,
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159 | uniform float height,
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160 | uniform float4x4 worldView,
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161 | uniform float4x4 Proj,
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162 | uniform float4x4 worldViewInv,
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163 | uniform float4x4 lightViewProj)
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164 | {
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165 | SBB_ILLUM_VS_OUT OUT;
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166 | ///transform to camera space and create a sprite with vertex offset
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167 | float2 offset = texCoord.zw;
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168 | float4 cPosition;
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169 | float4 wPosition = position;
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170 | cPosition = mul(worldView, wPosition);
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171 | /// P is the particle sphere center
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172 | OUT.P = cPosition.xyz;
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173 | OUT.P.z = - 1 * OUT.P.z;
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174 | cPosition.xy += offset;
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175 | /// Q is the shaded point (it is moved backwards to avoid unwanted frontplane clipping)
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176 | OUT.Q = cPosition.xyz;
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177 | OUT.Q.z = OUT.P.z;
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178 | OUT.r = abs(texCoord.z);
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179 | /// calculate screen space position
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180 | OUT.hPosition = mul( Proj, cPosition );
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181 | OUT.screenCoord = (OUT.hPosition.xy / OUT.hPosition.w + 1.0) / 2.0;
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182 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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183 | OUT.screenCoord += float2(0.5/width, 0.5/height);
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184 |
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185 | OUT.texCoord = texCoord;
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186 | OUT.color = color;
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187 |
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188 | wPosition = mul(worldViewInv, cPosition);
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189 | OUT.lightCoord = mul(lightViewProj, wPosition);
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190 |
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191 | return OUT;
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192 | }
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193 |
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194 |
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195 | float4 SBB_Sprite_Illum_PS(SBB_ILLUM_VS_OUT IN ,
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196 | // in screenCoord : VPOS,
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197 | uniform float nearplane,
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198 | uniform float farplane,
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199 | uniform float4 color,
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200 | uniform sampler2D colorTexture : register(s0),
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201 | uniform sampler2D DepthMap : register(s1),
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202 | uniform sampler2D illumVolume : register(s2)
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203 | ) : COLOR
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204 | {
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205 | ///identify light volume slices and interpolation
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206 | float2 lightCoord;
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207 | lightCoord = (IN.lightCoord.xy + float2(1.0, 1.0)) / 2.0;
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208 | lightCoord.y = 1.0 - lightCoord.y;
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209 | float z = IN.lightCoord.z / IN.lightCoord.w;
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210 |
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211 | float4 extintion = tex2D(illumVolume, lightCoord);
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212 |
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213 | float intensities[5];
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214 | intensities[0] = 1.0;
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215 | intensities[1] = extintion.r;
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216 | intensities[2] = extintion.g;
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217 | intensities[3] = extintion.b;
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218 | intensities[4] = extintion.a;
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219 |
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220 | float3 start;
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221 | float3 end;
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222 | float3 temp = 1.0;
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223 | float t;
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224 |
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225 | float4 planes = float4(0.33, 0.5, 0.66, 1);
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226 | if(z < planes.x)
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227 | {
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228 | start = intensities[0];
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229 | end = intensities[1];
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230 | t = z / planes.x;
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231 | temp = lerp(start, end, t);
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232 | }
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233 | if(z > planes.x && z < planes.y)
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234 | {
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235 | start = intensities[1];
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236 | end = intensities[2];
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237 | t = (z - planes.x) / (planes.y - planes.x);
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238 | temp = lerp(start, end, t);
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239 | }
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240 | if(z > planes.y && z < planes.z)
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241 | {
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242 | start = intensities[2];
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243 | end = intensities[3];
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244 | t = (z - planes.y) / (planes.z - planes.y);
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245 | temp = lerp(start, end, t);
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246 | }
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247 | if(z > planes.z)
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248 | {
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249 | start = intensities[3];
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250 | end = intensities[4];
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251 | t = (z - planes.z) / (planes.a - planes.z);
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252 | temp = lerp(start, end, t);
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253 | }
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254 | IN.color.rgb *= temp;
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255 | ///////////////
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256 | float4 Color = IN.color;
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257 | float alpha = 0;
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258 |
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259 | /// get the depth values from the depthMap and calculate ray length in sphere
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260 | float d = length( IN.Q - IN.P );
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261 | float Zs;
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262 | if( d < IN.r )
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263 | {
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264 |
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265 | float w = sqrt( IN.r * IN.r - d * d );
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266 | alpha = w / IN.r;
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267 | alpha *= pow( (IN.r-d) / IN.r , 2);
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268 |
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269 | float F = IN.Q.z - w;
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270 | float B = IN.Q.z + w;
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271 |
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272 |
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273 | Zs = tex2D( DepthMap, IN.screenCoord ).r;
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274 | if(Zs == 0) Zs = farplane;
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275 | float ds = min( Zs, B ) - max( nearplane, F );
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276 | // float ds = min( Zs, B ) - F;
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277 | alpha *= ds / w * 0.5;
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278 |
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279 |
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280 | }
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281 | /// fetch opacity from a texture
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282 | Color.a *= tex2D( colorTexture, IN.texCoord.xy).r ;
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283 | //Color.a *= IN.color.a;
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284 | Color.a *= alpha;
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285 | /// address a color map (colors of fire eg.) with the alpha
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286 | //Color.rgb = tex2D( PlanckMap, Color.aa).rgb;
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287 |
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288 | return Color * color;
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289 | }
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290 |
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291 |
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