[3255] | 1 | uniform float4x4 WorldViewProj;
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| 2 | uniform float4 prmAtlasTilesHalfPixel;
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| 3 | uniform sampler2D filteredAtlasSampler : register(s0);
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| 4 | uniform sampler2D clusterWeightIndexSampler : register(s1);
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| 5 | uniform sampler2D clusterWeightSampler : register(s2);
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| 6 | uniform sampler2D colorSampler : register(s3);
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| 7 | uniform float allClusterCount;
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| 8 | uniform float clusterCount;
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| 9 |
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| 10 | struct vsInputWalk
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| 11 | {
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| 12 | float4 pos : POSITION;
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| 13 | float2 tex : TEXCOORD0;
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| 14 | float2 texAtlas : TEXCOORD1;
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| 15 | };
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| 16 |
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| 17 | struct vsOutputWalk
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| 18 | {
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| 19 | float4 pos : POSITION;
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| 20 | float2 tex : TEXCOORD0;
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| 21 | float2 texAtlas : TEXCOORD1;
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| 22 | };
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| 23 |
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| 24 |
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| 25 | vsOutputWalk vsWalk(vsInputWalk input)
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| 26 | {
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| 27 | vsOutputWalk output = (vsOutputWalk)0;
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| 28 | output.pos = mul(WorldViewProj, input.pos);
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| 29 | output.tex = input.tex;
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| 30 | output.texAtlas = input.texAtlas;
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| 31 | return output;
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| 32 | }
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| 33 |
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| 34 | float4 psWalk(vsOutputWalk input) : COLOR
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| 35 | {
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| 36 | float2 texAtlas = input.texAtlas;
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| 37 |
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| 38 | int2 prmAtlasTiles = prmAtlasTilesHalfPixel.xy;
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| 39 | float2 atlasHalfPixel = prmAtlasTilesHalfPixel.zw;
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| 40 |
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| 41 | float3 col = 0;
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| 42 | for(int iCluster = 0; iCluster < 32; iCluster++)
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| 43 | {
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| 44 | float2 prmTexPos = float2(
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| 45 | (texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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| 46 | 1.0 - (texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y) + atlasHalfPixel;
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| 47 |
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| 48 | float weightIndex = tex2D(clusterWeightIndexSampler, float2(((float)iCluster + 0.5) / clusterCount, 0.5)).r;
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| 49 | float3 weight = tex2D(clusterWeightSampler, float2((weightIndex + 0.5)/allClusterCount, 0.5)).rgb;
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| 50 | float3 val = tex2D(filteredAtlasSampler, prmTexPos).xyz;
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| 51 | //if(length(val - float3(1,1,1))== 0)
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| 52 | //val = 0;
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| 53 | col += val.xyz * weight;
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| 54 | //col = 0.00000000001 * col + float3(prmTexPos,1);
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| 55 | }
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| 56 |
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| 57 | float3 color = tex2D(colorSampler, input.tex).rgb;
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| 58 |
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| 59 | //return float4(col,1);
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| 60 | //return float4(color + 0.0000000001 * col, 1) ;
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| 61 | return float4(col * color, 1);
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| 62 |
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| 63 |
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| 64 | //return float4(col,1) * 0.0000000000001 + tex2D(filteredAtlasSampler, float2(input.texAtlas.x / 32.0, input.texAtlas.y));
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| 65 | }
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| 66 |
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