[852] | 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 | };
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| 10 |
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| 11 |
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| 12 | //
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| 13 | // Vertex program for displaying particle system with rectangle rendertexture
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| 14 | //
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| 15 | VertexOut VertexProgram( float4 Position :POSITION,
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| 16 | float4 Texcoord: TEXCOORD,
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| 17 | uniform float4x4 LightModelViewProj,
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| 18 | uniform float3 LightPosition,
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| 19 | uniform float3 EyePosition,
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| 20 | uniform float4x4 ModelViewProj :state.matrix.mvp,
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| 21 | uniform float4x4 ModelViewMatrix:state.matrix.modelview
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| 22 | )
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| 23 | {
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| 24 | VertexOut Out;
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| 25 |
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| 26 | float3 LightToPoint=normalize(Position.xyz-LightPosition);
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| 27 | float3 PointToEye=normalize(EyePosition-Position.xyz);
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| 28 |
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| 29 | Out.BbSizeAngleCos.y=dot(LightToPoint,PointToEye);
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| 30 |
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| 31 | Out.LightSpacePos=mul(LightModelViewProj, Position);
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| 32 | Out.LightSpacePos.xyz=Out.LightSpacePos.xyz/Out.LightSpacePos.w;
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| 33 | Out.LightSpacePos.xyz=(Out.LightSpacePos.xyz+1)/2;
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| 34 |
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| 35 | Out.VertexPosition=mul(ModelViewProj, Position);
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| 36 | Out.TexCoord=Texcoord.xy;
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| 37 |
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| 38 | Out.Position=Out.VertexPosition;
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| 39 | Out.BbSizeAngleCos.x=Texcoord.z;
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| 40 |
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| 41 | Out.EyePosition=mul(ModelViewMatrix, Position);
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| 42 |
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| 43 | Out.Position.xyz=(Out.Position.xyz/Out.Position.w+1)/2;
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| 44 |
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| 45 | return Out;
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| 46 | }
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| 47 |
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| 48 | //
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| 49 | // Fragment program for displaying particle system with rectangle rendertexture
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| 50 | //
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| 51 | void FragmentProgram( VertexOut In,
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| 52 | uniform samplerRECT Texture,
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| 53 | uniform samplerRECT FrontTexture,
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| 54 | uniform samplerRECT BackTexture,
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| 55 | uniform samplerRECT ObjTexture,
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| 56 | uniform samplerRECT Illum1,
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| 57 | uniform samplerRECT Illum2,
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| 58 | uniform samplerRECT Illum3,
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| 59 | uniform samplerRECT Illum4,
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| 60 | uniform float Transparency,
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| 61 | uniform float Symmetry,
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| 62 | uniform float Albedo,
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| 63 | uniform float4x4 LightModelViewProjInv,
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| 64 | uniform float4x4 ProjMatrixInv:state.matrix.projection.inverse,
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| 65 | uniform float4x4 ProjMatrix:state.matrix.projection,
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| 66 | float4 out Color:COLOR
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| 67 | ,float out Depth:DEPTH
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| 68 | )
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| 69 | {
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| 70 | Color=float4(1,1,1,1);
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| 71 | /*
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| 72 | float2 illumUV=In.LightSpacePos.xy;
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| 73 | float z=In.LightSpacePos.z;
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| 74 |
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| 75 | float3 start;
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| 76 | float3 end;
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| 77 | float3 temp;
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| 78 |
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| 79 | float g2=pow(Symmetry,2);
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| 80 | float phase=3*(1-g2)*(1+pow(In.BbSizeAngleCos.y,2))/2/(2+g2)/pow((1+g2+2*Symmetry*In.BbSizeAngleCos.y),1.5);
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| 81 | float reflect=phase*Albedo*(1-Transparency);
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| 82 | */
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| 83 | float objdepth=texRECT(ObjTexture,In.Position.xy*512).r;
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| 84 | float backdepth=texRECT(BackTexture,In.TexCoord*512).r;
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| 85 | float frontdepth=texRECT(FrontTexture,In.TexCoord*512).r;
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| 86 |
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| 87 | if(frontdepth==1)
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| 88 | {
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| 89 | Color.a=0;
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| 90 | Depth=1;
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| 91 | }
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| 92 | else
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| 93 | {
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| 94 |
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| 95 | float4 frontpos=In.EyePosition+float4(0,0,In.BbSizeAngleCos.x*(0.5-frontdepth),0);
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| 96 | float frontdepth2=frontpos.z;
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| 97 | frontpos=mul(ProjMatrix,frontpos);
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| 98 | frontpos.z=(frontpos.z/frontpos.w+1)/2;
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| 99 | Depth=frontpos.z;
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| 100 |
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| 101 | float4 backpos=In.EyePosition+float4(0,0,In.BbSizeAngleCos.x*(0.5-backdepth),0);
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| 102 | float backdepth2=backpos.z;
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| 103 |
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| 104 | float d=backdepth2-frontdepth2;
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| 105 | float o=objdepth-frontdepth2;
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| 106 |
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| 107 | Color.a=backdepth-frontdepth;
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| 108 | Color.a*=saturate(o/d);
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| 109 |
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| 110 | /*
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| 111 | if(z<0.25)
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| 112 | {
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| 113 | start=float3(1,1,1);
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| 114 | end=texRECT(Illum1,illumUV*256).xyz;
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| 115 | temp=lerp(start,end,z*4);
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| 116 | }
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| 117 | if(z<0.5&&z>=0.25)
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| 118 | {
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| 119 | start=texRECT(Illum1,illumUV*256).xyz;
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| 120 | end=texRECT(Illum2,illumUV*256).xyz;
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| 121 | temp=lerp(start,end,(z-0.25)*4);
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| 122 | }
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| 123 | if(z>=0.5&&z<0.75)
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| 124 | {
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| 125 | start=texRECT(Illum2,illumUV*256).xyz;
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| 126 | end=texRECT(Illum3,illumUV*256).xyz;
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| 127 | temp=lerp(start,end,(z-0.5)*4);
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| 128 | }
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| 129 | if(z>=0.75)
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| 130 | {
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| 131 | start=texRECT(Illum3,illumUV*256).xyz;
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| 132 | end=texRECT(Illum4,illumUV*256).xyz;
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| 133 | temp=lerp(start,end,(z-0.75)*4);
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| 134 | }*/
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| 135 | }
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| 136 | //Color*=float4(temp,reflect*texRECT(Texture,In.TexCoord*256).r);
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| 137 | //Color*=float4(temp,reflect);
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| 138 |
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| 139 | }
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| 140 |
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