[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 LightModelViewProj,
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| 20 | uniform float3 LightPosition,
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| 21 | uniform float3 EyePosition,
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| 22 | uniform float4x4 ModelViewProj :state.matrix.mvp
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| 23 | )
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| 24 | {
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| 25 | VertexOut Out;
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| 26 |
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| 27 | Out.Color=Color;
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| 28 |
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| 29 | Out.VertexPosition=mul(ModelViewProj, Position);
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| 30 | Out.TexCoord=Texcoord.xy;
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| 31 |
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| 32 | Out.LightSpacePos=mul(LightModelViewProj, Position);
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| 33 | Out.LightSpacePos.xyz=Out.LightSpacePos.xyz/Out.LightSpacePos.w;
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| 34 | Out.LightSpacePos.xyz=(Out.LightSpacePos.xyz+1.0)/2.0;
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| 35 |
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| 36 | float3 LightToPoint=normalize(Position.xyz-LightPosition);
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| 37 | float3 PointToEye=normalize(EyePosition-Position.xyz);
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| 38 | Out.BbSizeAngleCos.y=(dot(LightToPoint,PointToEye)+1.0)/2.0;
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| 39 |
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| 40 | return Out;
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| 41 | }
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| 42 |
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| 43 | //
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| 44 | // Fragment program for displaying particle system with rectangle rendertexture
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| 45 | //
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| 46 | void FragmentProgram( VertexOut In,
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| 47 | uniform samplerRECT FrontTexture,
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| 48 | uniform samplerRECT Illum1,
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| 49 | uniform samplerRECT PhaseTexture,
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| 50 | uniform float Albedo,
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| 51 | uniform float Transparency,
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| 52 | uniform float Symmetry,
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| 53 | uniform float3 LightColor,
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| 54 | float4 out Color:COLOR
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| 55 | )
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| 56 | {
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| 57 | float2 illumUV=In.LightSpacePos.xy*256;
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| 58 | float z=In.LightSpacePos.z;
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| 59 |
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| 60 | float3 start;
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| 61 | float3 end;
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| 62 | float3 temp;
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| 63 |
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| 64 | float density=texRECT(FrontTexture,In.TexCoord*256).a;//density
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| 65 |
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| 66 | float4 planes=float4(0.33,0.5,0.66,1);
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| 67 | float t;
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| 68 | if(z<planes.x)
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| 69 | {
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| 70 | start=float3(1,1,1);
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| 71 | end=texRECT(Illum1,illumUV).r;
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| 72 | t=z/planes.x;
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| 73 | temp=lerp(start,end,t);
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| 74 | }
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| 75 | if(z<planes.y&&z>=planes.x)
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| 76 | {
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| 77 | start=texRECT(Illum1,illumUV).r;
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| 78 | end=texRECT(Illum1,illumUV).g;
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| 79 | t=(z-planes.x)/(planes.y-planes.x);
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| 80 | temp=lerp(start,end,t);
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| 81 | }
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| 82 | if(z>=planes.y&&z<planes.z)
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| 83 | {
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| 84 | start=texRECT(Illum1,illumUV).g;
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| 85 | end=texRECT(Illum1,illumUV).b;
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| 86 | t=(z-planes.y)/(planes.z-planes.y);
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| 87 | temp=lerp(start,end,t);
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| 88 | }
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| 89 | if(z>=planes.z)
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| 90 | {
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| 91 | start=texRECT(Illum1,illumUV).b;
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| 92 | end=texRECT(Illum1,illumUV).a;
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| 93 | t=(z-planes.z)/(1-planes.z);
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| 94 | temp=lerp(start,end,t);
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| 95 | }
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| 96 | float phase=texRECT(PhaseTexture,float2(Symmetry,In.BbSizeAngleCos.y)*256);
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| 97 | float realdens=density*Transparency;
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| 98 |
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| 99 | float scatter=realdens*Albedo;
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| 100 | float outcol=temp*phase*scatter;
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| 101 |
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| 102 | float scateeredforward=scatter*texRECT(PhaseTexture,float2(Symmetry,1)*256);
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| 103 | Color=float4(LightColor*outcol*In.Color.rgb,1-realdens+scateeredforward/6.28);
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| 104 |
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| 105 | }
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| 106 |
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