1 | struct VertexOut
|
---|
2 | {
|
---|
3 | float4 VertexPosition :POSITION;
|
---|
4 | float2 TexCoord :TEXCOORD;
|
---|
5 | float4 Position :TEXCOORD2;
|
---|
6 | float4 Color :COLOR0;
|
---|
7 | };
|
---|
8 |
|
---|
9 |
|
---|
10 | /*
|
---|
11 | Vertex program for displaying particle system with rectangle rendertexture
|
---|
12 | */
|
---|
13 | VertexOut VertexProgram( float4 Position :POSITION,
|
---|
14 | float4 Texcoord: TEXCOORD,
|
---|
15 | float4 Color:COLOR0,
|
---|
16 | float3 BillboardSize: NORMAL,
|
---|
17 | uniform float4x4 ModelViewProj :state.matrix.mvp
|
---|
18 | )
|
---|
19 | {
|
---|
20 | VertexOut Out;
|
---|
21 |
|
---|
22 | Out.Color=Color;
|
---|
23 |
|
---|
24 | Out.VertexPosition=mul(ModelViewProj, Position);
|
---|
25 | Out.TexCoord=Texcoord.xy;
|
---|
26 |
|
---|
27 | Out.Position=Out.VertexPosition;
|
---|
28 | Out.Position.x=Texcoord.w;
|
---|
29 | Out.Position.z=(Out.Position.z/Out.Position.w+1)/2;
|
---|
30 | Out.Position.y=Out.Position.z-0.5*Out.Position.x;
|
---|
31 |
|
---|
32 | return Out;
|
---|
33 | }
|
---|
34 |
|
---|
35 | /*
|
---|
36 | Fragment program for displaying particle system with rectangle rendertexture
|
---|
37 | */
|
---|
38 | void FragmentProgram( VertexOut In,
|
---|
39 | uniform sampler2D Texture,
|
---|
40 | uniform sampler2D frontTexture,
|
---|
41 | out float4 Color:COLOR
|
---|
42 | )
|
---|
43 | {
|
---|
44 | float d=tex2D(frontTexture,In.TexCoord).r;
|
---|
45 | float d2=1.0-d;
|
---|
46 |
|
---|
47 | float frontDepth;
|
---|
48 | float backDepth;
|
---|
49 |
|
---|
50 | frontDepth=In.Position.y+d*In.Position.x;
|
---|
51 | backDepth=In.Position.y+d2*In.Position.x;
|
---|
52 |
|
---|
53 | if(d==1)
|
---|
54 | {
|
---|
55 | frontDepth=1;
|
---|
56 | backDepth=0;
|
---|
57 | }
|
---|
58 | backDepth=1-backDepth;
|
---|
59 |
|
---|
60 | Color=float4(frontDepth,backDepth,0,tex2D(Texture,In.TexCoord).r*0.17*In.Color.a);
|
---|
61 | //Color=float4(frontDepth,backDepth,0,1-backDepth-frontDepth);
|
---|
62 | }
|
---|
63 |
|
---|