1 | struct VertexOut
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2 | {
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3 | float4 VertexPosition :POSITION;
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4 | float2 TexCoord :TEXCOORD;
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5 | float4 Position :TEXCOORD1;
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6 | float4 EyePosition :TEXCOORD2;
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7 | float2 BbSizeAngleCos :TEXCOORD3;
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8 | float4 LightSpacePos :TEXCOORD4;
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9 | float4 Color :COLOR0;
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10 | };
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11 |
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12 |
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13 | //
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14 | // Vertex program for displaying particle system with rectangle rendertexture
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15 | //
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16 | VertexOut VertexProgram( float4 Position :POSITION,
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17 | float4 Texcoord: TEXCOORD,
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18 | float4 Color:COLOR0,
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19 | uniform float4x4 LightModelViewProj,
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20 | uniform float3 LightPosition,
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21 | uniform float3 EyePosition,
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22 | uniform float4x4 ModelViewProj :state.matrix.mvp,
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23 | uniform float4x4 ModelViewMatrix:state.matrix.modelview
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24 | )
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25 | {
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26 | VertexOut Out;
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27 |
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28 | Out.Color=Color;
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29 |
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30 | Out.VertexPosition=mul(ModelViewProj, Position);
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31 | Out.TexCoord=Texcoord.xy;
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32 |
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33 | Out.LightSpacePos=mul(LightModelViewProj, Position);
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34 | Out.LightSpacePos.xyz=Out.LightSpacePos.xyz/Out.LightSpacePos.w;
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35 | Out.LightSpacePos.xyz=(Out.LightSpacePos.xyz+1)/2;
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36 |
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37 | Out.Position=Out.VertexPosition;
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38 | Out.BbSizeAngleCos.x=Texcoord.z;
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39 |
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40 | float3 LightToPoint=normalize(Position.xyz-LightPosition);
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41 | float3 PointToEye=normalize(EyePosition-Position.xyz);
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42 | Out.BbSizeAngleCos.y=dot(LightToPoint,PointToEye);
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43 |
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44 | Out.EyePosition=mul(ModelViewMatrix, Position);
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45 |
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46 | Out.Position.xyz=(Out.Position.xyz/Out.Position.w+1)/2;
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47 |
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48 | return Out;
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49 | }
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50 |
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51 | //
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52 | // Fragment program for displaying particle system with rectangle rendertexture
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53 | //
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54 | void FragmentProgram( VertexOut In,
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55 | uniform samplerRECT FrontTexture,
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56 | uniform samplerRECT ObjTexture,
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57 | uniform samplerRECT PhaseTexture,
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58 | uniform float Albedo,
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59 | uniform float Transparency,
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60 | uniform float Symmetry,
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61 | uniform float3 LightColor,
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62 | uniform float4x4 ProjMatrixInv:state.matrix.projection.inverse,
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63 | uniform float4x4 ProjMatrix:state.matrix.projection,
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64 | float4 out Color:COLOR
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65 | )
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66 | {
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67 |
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68 | float objdepth=texRECT(ObjTexture,In.Position.xy*512).r;
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69 |
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70 | float2 depths=float2(texRECT(FrontTexture,In.TexCoord*256).r,1-texRECT(FrontTexture,In.TexCoord*256).g);
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71 | float density=1;
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72 |
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73 |
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74 | if(depths.x==1)
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75 | {
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76 | Color=float4(0,0,0,1);
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77 | }
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78 | else
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79 | {
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80 |
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81 | depths=In.EyePosition.zz+In.BbSizeAngleCos.x*(0.5-depths);
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82 |
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83 | float size=0.5*In.BbSizeAngleCos.x;
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84 | float frontdepth=-In.EyePosition.z-size+texRECT(FrontTexture,In.TexCoord*256).r*size;
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85 | float backdepth=-In.EyePosition.z-size+(1-texRECT(FrontTexture,In.TexCoord*256).g)*size;
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86 |
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87 | float d=backdepth-frontdepth;
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88 | float o=-objdepth-frontdepth;
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89 |
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90 | density*=texRECT(FrontTexture,In.TexCoord*256).a;//density
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91 | density*=saturate(o/d);
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92 |
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93 | float phase=texRECT(PhaseTexture,float2(Symmetry,In.BbSizeAngleCos.y)*256);
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94 | float realdens=density*Transparency;
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95 | float outcol=realdens*phase*Albedo;
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96 |
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97 | Color=float4(LightColor*outcol*In.Color.rgb,1-realdens);
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98 | }
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99 |
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100 | }
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101 |
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