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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