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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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