[1481] | 1 | // transformations
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| 2 | float4x4 WorldViewProj;
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| 3 | float4x4 ViewProj;
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| 4 | float4x4 ViewProjI;
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| 5 | float4x4 World;
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| 6 | float4x4 WorldIT;
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| 7 | float3 EyePos;
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| 8 | float3 TilePos;
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| 9 | float RefractionIndex;
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| 10 | float colOrder;
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| 11 |
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| 12 | #define MIN_RAY_DEPTH 0.01
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| 13 | #define MAX_RAY_DEPTH 200.0
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| 14 | #define RAY_TABLE_SIZE 512.0
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| 15 |
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| 16 | float4 ConePeak;
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| 17 | float4 ConeDirAndCosAngle;
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| 18 |
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| 19 | texture rayDirTable;
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| 20 | sampler rayDirTableSampler = sampler_state
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| 21 | {
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| 22 | Texture = <rayDirTable>;
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| 23 | MinFilter = Point;
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| 24 | MagFilter = Point;
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| 25 | MipFilter = None;
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| 26 | };
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| 27 |
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| 28 | texture rayOriginTable;
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| 29 | sampler rayOriginTableSampler = sampler_state
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| 30 | {
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| 31 | Texture = <rayOriginTable>;
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| 32 | MinFilter = Point;
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| 33 | MagFilter = Point;
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| 34 | MipFilter = None;
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| 35 | };
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| 36 |
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| 37 | texture coneDirTable;
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| 38 | sampler coneDirTableSampler = sampler_state
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| 39 | {
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| 40 | Texture = <coneDirTable>;
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| 41 | MinFilter = Point;
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| 42 | MagFilter = Point;
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| 43 | MipFilter = None;
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| 44 | };
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| 45 |
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| 46 | texture conePeakTable;
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| 47 | sampler conePeakTableSampler = sampler_state
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| 48 | {
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| 49 | Texture = <conePeakTable>;
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| 50 | MinFilter = Point;
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| 51 | MagFilter = Point;
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| 52 | MipFilter = None;
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| 53 | };
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| 54 |
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| 55 | textureCUBE environmentTexture;
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| 56 | sampler environmentSampler = sampler_state
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| 57 | {
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| 58 | Texture = <environmentTexture>;
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| 59 | MinFilter = Linear;
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| 60 | MagFilter = Linear;
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| 61 | MipFilter = None;
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| 62 | };
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| 63 |
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| 64 | void PrimaryRaysVS (
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| 65 | in float4 Pos : POSITION,
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| 66 | in float3 Norm : NORMAL,
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| 67 | out float4 hPos : POSITION,
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| 68 | out float3 wNorm : TEXCOORD0,
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| 69 | out float3 wPos : TEXCOORD1
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| 70 | )
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| 71 | {
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| 72 | hPos = mul(Pos, WorldViewProj);
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| 73 | wNorm = mul(Norm, WorldIT);
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| 74 | wPos = mul(Pos, World).xyz;
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| 75 | }
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| 76 |
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| 77 | void PrimaryRaysPS (
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| 78 | in float3 wNorm : TEXCOORD0,
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| 79 | in float3 wPos : TEXCOORD1,
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| 80 | out float4 Origin : COLOR0,
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| 81 | out float4 Dir : COLOR1)
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| 82 | {
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| 83 | Origin = float4(wPos, 1);
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| 84 | wNorm = normalize(wNorm);
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| 85 | float3 ViewDir = wPos - EyePos;
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| 86 | ViewDir = normalize(ViewDir);
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| 87 |
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| 88 | float3 refractedDir = refract(ViewDir, wNorm, RefractionIndex);
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| 89 | if(dot(refractedDir, refractedDir) < 0.5) //total internal reflection
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| 90 | refractedDir = reflect(ViewDir, wNorm);
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| 91 |
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| 92 | Dir = float4(refractedDir, colOrder);
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| 93 | Dir.xyz = normalize(Dir.xyz);
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| 94 | }
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| 95 |
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| 96 | struct vsInputCopyBack
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| 97 | {
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| 98 | float4 Pos : POSITION;
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| 99 | float2 tex : TEXCOORD0;
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| 100 | };
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| 101 |
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| 102 | struct vsOutputCopyBack
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| 103 | {
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| 104 | float4 Pos : POSITION;
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| 105 | float2 tex : TEXCOORD0;
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| 106 | };
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| 107 |
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| 108 | vsOutputCopyBack
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| 109 | vsCopyBack(vsInputCopyBack input)
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| 110 | {
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| 111 | vsOutputCopyBack output = (vsOutputCopyBack)0;
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| 112 | output.Pos = input.Pos;
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| 113 | output.tex = input.tex;
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| 114 | return output;
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| 115 | }
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| 116 |
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| 117 | void
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| 118 | psCopyBack(vsOutputCopyBack input, out float4 c0 : COLOR0, out float4 c1 : COLOR1)
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| 119 | {
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| 120 | c0 = tex2D(rayOriginTableSampler, input.tex);
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| 121 | c1 = tex2D(rayDirTableSampler, input.tex);
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| 122 | }
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| 123 |
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| 124 | struct vsInputShowTex
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| 125 | {
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| 126 | float4 Pos : POSITION;
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| 127 | float2 tex : TEXCOORD0;
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| 128 | };
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| 129 |
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| 130 | struct vsOutputShowTex
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| 131 | {
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| 132 | float4 Pos : POSITION;
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| 133 | float2 tex : TEXCOORD0;
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| 134 | };
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| 135 |
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| 136 | vsOutputShowTex
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| 137 | vsShowTex(vsInputShowTex input)
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| 138 | {
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| 139 | vsOutputShowTex output = (vsOutputShowTex)0;
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| 140 | output.Pos = input.Pos;
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| 141 | output.tex = input.tex;
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| 142 |
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| 143 | return output;
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| 144 | }
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| 145 |
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| 146 | float4
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| 147 | psShowTex(vsOutputShowTex input) : COLOR0
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| 148 | {
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| 149 | // return abs(float4(tex2D(rayDirTableSampler, input.tex).xyz, 1));
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| 150 | return float4(tex2D(rayOriginTableSampler, input.tex).xyz, 1);
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| 151 | // return abs(float4(tex2D(conePeakTableSampler, input.tex).xyz, 1));
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| 152 | // return float4(1,1,0,1);
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| 153 | // return float4(input.tex.x,input.tex.y,0,1);
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| 154 | // return float4(1.0 - acos(tex2D(coneDirTableSampler, input.tex).aaa) / 3.14, 1);
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| 155 | // + float4(0, 0.7, 0, 0);
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| 156 | // + float4(tex2D(rayDirTableSampler, input.tex).xyz, 1);
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| 157 | float3 relfDir = tex2D(rayDirTableSampler, input.tex);
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| 158 | return float4((relfDir.x +1) / 2,
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| 159 | (relfDir.y + 1) / 2,
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| 160 | (relfDir.z + 1) / 2, 1);
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| 161 | }
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| 162 |
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| 163 | void RayCastVS(
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| 164 | in float4 Sphere : POSITION,
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| 165 | in float3 PlanePos : NORMAL,
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| 166 | in float3 Invmx0 : TEXCOORD0,
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| 167 | in float3 Invmx1 : TEXCOORD1,
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| 168 | in float3 Invmx2 : TEXCOORD2,
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| 169 | in float3 Normals0 : TEXCOORD3,
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| 170 | in float3 Normals1 : TEXCOORD4,
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| 171 | in float3 Normals2 : TEXCOORD5,
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| 172 |
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| 173 | out float4 hPos : POSITION,
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| 174 | out float3 oPlanePos : TEXCOORD6,
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| 175 | out float3 oInvmx0 : TEXCOORD0,
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| 176 | out float3 oInvmx1 : TEXCOORD1,
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| 177 | out float3 oInvmx2 : TEXCOORD2,
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| 178 | out float3 oNormals0 : TEXCOORD3,
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| 179 | out float3 oNormals1 : TEXCOORD4,
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| 180 | out float3 oNormals2 : TEXCOORD5
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| 181 | )
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| 182 | {
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| 183 | oPlanePos = PlanePos;
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| 184 | oInvmx0 = Invmx0;
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| 185 | oInvmx1 = Invmx1;
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| 186 | oInvmx2 = Invmx2;
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| 187 | oNormals0 = Normals0;
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| 188 | oNormals1 = Normals1;
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| 189 | oNormals2 = Normals2;
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| 190 |
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| 191 | hPos = float4(TilePos, 1);
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| 192 |
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| 193 | ConeDirAndCosAngle.xyz = mul(WorldIT, float4(ConeDirAndCosAngle.xyz, 0));
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| 194 | ConePeak.xyz = mul(WorldIT, float4(ConePeak.xyz, 1));
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| 195 |
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| 196 | float3 sfc = Sphere.xyz - ConePeak.xyz;
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| 197 | float lsfc = length(sfc);
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| 198 |
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| 199 | if(Sphere.w < lsfc) // cone peak not in sphere
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| 200 | {
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| 201 | // angle difference between cone main direction and direction to sphere centre
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| 202 | float angSpMidConeMid = acos(dot(ConeDirAndCosAngle.xyz, sfc) / lsfc);
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| 203 | // the half of the opening angle at which the sphere is seen
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| 204 | float angSpRad = asin(Sphere.w / lsfc);
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| 205 | // cone opening angle
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| 206 | float angCone = acos(ConeDirAndCosAngle.w);
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| 207 |
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| 208 | // if sphere direction not within (cone direction + sphere angle), discard tile for this triangle
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| 209 | if(angCone + angSpRad < angSpMidConeMid)
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| 210 | {
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| 211 | hPos = float4(10000000.0, 10000000.0, 10000000.0, 1.0);
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| 212 | }
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| 213 | }
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| 214 | }
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| 215 |
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| 216 | void
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| 217 | RayCastPS(
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| 218 | // in float3 PlanePos : TEXCOORD6,
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| 219 | in float3 Invmx0 : TEXCOORD0,
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| 220 | in float3 Invmx1 : TEXCOORD1,
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| 221 | in float3 Invmx2 : TEXCOORD2,
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| 222 | in float3 Normals0 : TEXCOORD3,
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| 223 | in float3 Normals1 : TEXCOORD4,
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| 224 | in float3 Normals2 : TEXCOORD5,
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| 225 |
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| 226 | in float2 vPos : VPOS,
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| 227 | out float4 oOrigin : COLOR0,
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| 228 | out float4 oDir : COLOR1,
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| 229 | out float1 oDepth : DEPTH)
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| 230 | {
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| 231 |
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| 232 | float3 PlanePos = Invmx0 + Invmx1 + Invmx2;
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| 233 | PlanePos /= dot(PlanePos, PlanePos);
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| 234 |
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| 235 | float2 pixpos = vPos.xy;
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| 236 | pixpos /= RAY_TABLE_SIZE; // to texture coordinates
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| 237 | float3 rayOrigin = tex2D(rayOriginTableSampler, pixpos.xy);
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| 238 | rayOrigin = mul(WorldIT, float4(rayOrigin, 1));
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| 239 | float3 rayDir = tex2D(rayDirTableSampler, pixpos.xy);
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| 240 | rayDir = mul(WorldIT, float4(rayDir, 0));
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| 241 |
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| 242 | float hitDepth = (dot(PlanePos, PlanePos) - dot(rayOrigin, PlanePos)) / dot(rayDir, PlanePos);
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| 243 | if(hitDepth < MIN_RAY_DEPTH || hitDepth > MAX_RAY_DEPTH)
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| 244 | {
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| 245 | oDepth = 1000000.0;
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| 246 | oOrigin = oDir = 0;
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| 247 | }
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| 248 | else
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| 249 | {
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| 250 | float3 hitPoint = rayOrigin + (rayDir * hitDepth);
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| 251 |
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| 252 | float3 worldDist = mul(float4(hitPoint - rayOrigin, 0), World).xyz;
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| 253 |
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| 254 | oDepth = length(worldDist) / MAX_RAY_DEPTH;
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| 255 |
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| 256 | float baryA = dot(Invmx0, hitPoint);
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| 257 | float baryB = dot(Invmx1, hitPoint);
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| 258 | float baryC = dot(Invmx2, hitPoint);
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| 259 | if(baryA > -0.001 && baryB > -0.001 && baryC > -0.001)
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| 260 | {
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| 261 | oOrigin = mul(float4(hitPoint, 1), World);
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| 262 |
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| 263 | float3 normalAtHitPoint = Normals0 * baryA;
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| 264 | normalAtHitPoint += Normals1 * baryB;
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| 265 | normalAtHitPoint += Normals2 * baryC;
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| 266 | normalAtHitPoint = normalize(normalAtHitPoint);
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| 267 | if(dot(normalAtHitPoint, rayDir) > 0)
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| 268 | {
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| 269 | normalAtHitPoint = -normalAtHitPoint;
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| 270 | RefractionIndex = 1.0 / RefractionIndex; // exiting ray
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| 271 | }
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| 272 | float3 refractedDir = refract(rayDir, normalAtHitPoint, RefractionIndex);
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| 273 | if(dot(refractedDir, refractedDir) < 0.5) // total internal reflection
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| 274 | refractedDir = reflect(rayDir, normalAtHitPoint);
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| 275 | oDir = float4( mul(float4(refractedDir,0), World).xyz, 1);
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| 276 | }
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| 277 | else
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| 278 | {
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| 279 | oOrigin = float4(10.0, 0, 0, 1);
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| 280 | oDir = float4(10.0, 0, 0, 1);
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| 281 | oDepth = 1000000.0;
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| 282 | }
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| 283 | }
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| 284 | }
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| 285 |
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| 286 |
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| 287 | struct vsInputBackGround
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| 288 | {
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| 289 | float4 Pos : POSITION; //Pos
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| 290 | float2 tex : TEXCOORD0;
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| 291 | };
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| 292 |
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| 293 | struct vsOutputBackGround
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| 294 | {
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| 295 | float4 Pos : POSITION; //Pos
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| 296 | float2 tex : TEXCOORD0;
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| 297 | float3 wPos : TEXCOORD1;
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| 298 | };
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| 299 |
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| 300 | vsOutputBackGround vsBackground(vsInputBackGround input){
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| 301 | vsOutputBackGround output = (vsOutputBackGround)0;
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| 302 | output.Pos=input.Pos;
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| 303 | float4 worldpos = mul(input.Pos, ViewProjI);
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| 304 | worldpos /= worldpos.w;
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| 305 | output.wPos = worldpos.xyz;
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| 306 | output.tex = input.tex;
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| 307 | return output;
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| 308 | }
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| 309 |
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| 310 | void psBackground(vsOutputBackGround input, out float4 o0 : COLOR0)
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| 311 | {
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| 312 | float4 dird = tex2D(rayDirTableSampler, input.tex);
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| 313 | float3 Dir = dird.xyz;
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| 314 | float3 col = 1 ;
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| 315 | /*float3(pow(0.7, frac(dird.w / 10.0) * 10.0) ,
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| 316 | pow(0.7, frac(dird.w / 100.0) * 10.0) ,
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| 317 | pow(0.7, frac(dird.w / 1000.0) * 10.0));*/
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| 318 | if(dot(Dir, Dir) < 0.5)
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| 319 | {
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| 320 | Dir = normalize(input.wPos.xyz - EyePos.xyz);
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| 321 | col = float3(4, 4, 4);
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| 322 | }
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| 323 | o0 = float4(texCUBE(environmentSampler, Dir).xyz * col * 1.1, 0.0);
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| 324 | // o0 = float4(dird.w / 5.0, dird.w / 2.0, dird.w / 10.0, 1.0);
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| 325 |
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| 326 | // o0 = float4(input.tex.x, input.tex.y, 1.0, 1.0);
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| 327 | }
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| 328 |
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| 329 |
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| 330 | void ConeVS(
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| 331 | in float4 Pos : POSITION,
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| 332 | in float2 Tex : TEXCOORD0,
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| 333 | out float4 oPos : POSITION,
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| 334 | out float2 oTex : TEXCOORD0
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| 335 | )
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| 336 | {
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| 337 | oPos = Pos;
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| 338 | oTex = Tex;
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| 339 | }
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| 340 |
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| 341 | void
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| 342 | ConePS(
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| 343 | in float2 Tex : TEXCOORD0,
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| 344 | out float4 oConePeak : COLOR0,
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| 345 | out float4 oConeDir : COLOR1)
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| 346 | {
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| 347 | float3 peak = 0;
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| 348 | float3 dir = 0;
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| 349 | float cosAngle = 1.0;
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| 350 | float sinAngle = 0.0;
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| 351 | for(int i=0; i < 16; i++)
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| 352 | for(int j=0; j < 16; j++)
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| 353 | {
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| 354 | float3 currentRayDir = tex2D(rayDirTableSampler, Tex + float2((float)j/RAY_TABLE_SIZE, (float)i/RAY_TABLE_SIZE));
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| 355 | if(dot(currentRayDir, currentRayDir) > 0.5) // a valid ray
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| 356 | {
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| 357 | float3 currentRayOrigin = tex2D(rayOriginTableSampler, Tex + float2((float)j/RAY_TABLE_SIZE, (float)i/RAY_TABLE_SIZE));
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| 358 | if(dot(dir,dir) < 0.5) // no valid ray found before this one
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| 359 | {
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| 360 | dir = currentRayDir;
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| 361 | peak = currentRayOrigin;
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| 362 | }
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| 363 | else
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| 364 | {
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| 365 | float ncos = dot(currentRayDir,dir);
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| 366 | if(ncos < cosAngle)
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| 367 | {
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| 368 | float3 perpdir = normalize(currentRayDir - ncos * dir);
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| 369 | float3 farConeEdge = cosAngle * dir - sinAngle * perpdir;
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| 370 | dir = farConeEdge + currentRayDir;
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| 371 | dir = normalize(dir);
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| 372 | cosAngle = dot(dir, currentRayDir);
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| 373 | sinAngle = sqrt(1.0 - cosAngle * cosAngle);
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| 374 | }
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| 375 | float3 pd = currentRayOrigin - peak;
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| 376 | float3 ptop = normalize(pd);
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| 377 | float cospp = dot(dir, ptop);
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| 378 | if(cospp < cosAngle)
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| 379 | {
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| 380 | float3 perpdir = ptop - cospp * dir;
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| 381 | perpdir = normalize(perpdir);
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| 382 | float3 farConeEdge = (cosAngle * dir - sinAngle * perpdir);
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| 383 | float3 nearConeEdge = (cosAngle * dir + sinAngle * perpdir);
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| 384 | float3 g = currentRayOrigin - peak - nearConeEdge * dot(nearConeEdge, pd);
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| 385 | peak += farConeEdge * dot(g,g) / dot(farConeEdge, g);
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| 386 | }
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| 387 | }
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| 388 | }
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| 389 | }
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| 390 | oConePeak = float4(peak, 1.0);
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| 391 | oConeDir = float4(dir, cosAngle);
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| 392 | if(dot(dir, dir) < 0.5) // no valid rays in tile
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| 393 | {
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| 394 | //cone far away not intersecting anything
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| 395 | oConePeak = float4(1000000.0, 0 , 0, 0.0);
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| 396 | oConeDir = float4(1, 0, 0, 1.0);
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| 397 | }
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| 398 | }
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| 399 |
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| 400 |
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| 401 | technique RenderPrimaryRayArray{
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| 402 | pass P0
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| 403 | {
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| 404 | VertexShader = compile vs_3_0 PrimaryRaysVS();
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| 405 | PixelShader = compile ps_3_0 PrimaryRaysPS();
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| 406 | }
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| 407 | }
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| 408 |
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| 409 | technique RayCast{
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| 410 | pass P0
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| 411 | {
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| 412 | VertexShader = compile vs_3_0 RayCastVS();
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| 413 | PixelShader = compile ps_3_0 RayCastPS();
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| 414 | }
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| 415 | }
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| 416 |
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| 417 | technique ShowTex{
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| 418 | pass P0
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| 419 | {
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| 420 | VertexShader = compile vs_2_0 vsShowTex();
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| 421 | PixelShader = compile ps_2_0 psShowTex();
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| 422 | }
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| 423 | }
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| 424 |
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| 425 | technique Background{
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| 426 | pass P0
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| 427 | {
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| 428 | VertexShader = compile vs_2_0 vsBackground();
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| 429 | PixelShader = compile ps_2_0 psBackground();
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| 430 | }
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| 431 | }
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| 432 |
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| 433 | technique CopyBack{
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| 434 | pass P0
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| 435 | {
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| 436 | VertexShader = compile vs_2_0 vsCopyBack();
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| 437 | PixelShader = compile ps_2_0 psCopyBack();
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| 438 | }
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| 439 | }
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| 440 |
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| 441 | technique ComputeCones{
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| 442 | pass P0
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| 443 | {
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| 444 | VertexShader = compile vs_3_0 ConeVS();
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| 445 | PixelShader = compile ps_3_0 ConePS();
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| 446 | }
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| 447 | }
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| 448 |
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