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[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 | 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 ModelViewProj :state.matrix.mvp
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| 20 | )
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| 21 | {
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| 22 | VertexOut Out;
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| 23 |
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| 24 | Out.Color=Color;
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| 25 |
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| 26 | Out.VertexPosition=mul(ModelViewProj, Position);
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| 27 | Out.TexCoord=Texcoord.xy;
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| 28 |
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| 29 | return Out;
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| 30 | }
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| 31 |
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| 32 | //
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| 33 | // Fragment program for displaying particle system with rectangle rendertexture
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| 34 | //
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| 35 | void FragmentProgram( VertexOut In,
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| 36 | uniform samplerRECT FrontTexture,
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| 37 | uniform float Transparency,
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| 38 | uniform float3 LightColor,
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| 39 | float4 out Color:COLOR
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| 40 | )
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| 41 | {
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| 42 | float density=texRECT(FrontTexture,In.TexCoord*256).a*Transparency;
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| 43 |
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| 44 | Color=float4(LightColor*density*In.Color.rgb,1-density);
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| 45 |
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| 46 | }
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| 47 |
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