1 | struct VertexOut
|
---|
2 | {
|
---|
3 | float4 VertexPosition :POSITION;
|
---|
4 | float2 TexCoord :TEXCOORD;
|
---|
5 | float4 Position :TEXCOORD1;
|
---|
6 | float4 EyePosition :TEXCOORD2;
|
---|
7 | float2 BbSizeAngleCos :TEXCOORD3;
|
---|
8 | float4 LightSpacePos :TEXCOORD4;
|
---|
9 | float4 Color :COLOR0;
|
---|
10 | };
|
---|
11 |
|
---|
12 |
|
---|
13 | //
|
---|
14 | // Vertex program for displaying particle system with rectangle rendertexture
|
---|
15 | //
|
---|
16 | VertexOut VertexProgram( float4 Position :POSITION,
|
---|
17 | float4 Texcoord: TEXCOORD,
|
---|
18 | float4 Color:COLOR0,
|
---|
19 | uniform float4x4 LightModelViewProj,
|
---|
20 | uniform float3 LightPosition,
|
---|
21 | uniform float3 EyePosition,
|
---|
22 | uniform float4x4 ModelViewProj :state.matrix.mvp
|
---|
23 | )
|
---|
24 | {
|
---|
25 | VertexOut Out;
|
---|
26 |
|
---|
27 | Out.Color=Color;
|
---|
28 |
|
---|
29 | Out.VertexPosition=mul(ModelViewProj, Position);
|
---|
30 | Out.TexCoord=Texcoord.xy;
|
---|
31 |
|
---|
32 | Out.LightSpacePos=mul(LightModelViewProj, Position);
|
---|
33 | Out.LightSpacePos.xyz=Out.LightSpacePos.xyz/Out.LightSpacePos.w;
|
---|
34 | Out.LightSpacePos.xyz=(Out.LightSpacePos.xyz+1.0)/2.0;
|
---|
35 |
|
---|
36 | float3 LightToPoint=normalize(Position.xyz-LightPosition);
|
---|
37 | float3 PointToEye=normalize(EyePosition-Position.xyz);
|
---|
38 | Out.BbSizeAngleCos.y=(dot(LightToPoint,PointToEye)+1.0)/2.0;
|
---|
39 |
|
---|
40 | return Out;
|
---|
41 | }
|
---|
42 |
|
---|
43 | //
|
---|
44 | // Fragment program for displaying particle system with rectangle rendertexture
|
---|
45 | //
|
---|
46 | void FragmentProgram( VertexOut In,
|
---|
47 | uniform samplerRECT FrontTexture,
|
---|
48 | uniform samplerRECT Illum1,
|
---|
49 | uniform samplerRECT PhaseTexture,
|
---|
50 | uniform float Albedo,
|
---|
51 | uniform float Transparency,
|
---|
52 | uniform float Symmetry,
|
---|
53 | uniform float3 LightColor,
|
---|
54 | float4 out Color:COLOR
|
---|
55 | )
|
---|
56 | {
|
---|
57 | float2 illumUV=In.LightSpacePos.xy*256;
|
---|
58 | float z=In.LightSpacePos.z;
|
---|
59 |
|
---|
60 | float3 start;
|
---|
61 | float3 end;
|
---|
62 | float3 temp;
|
---|
63 |
|
---|
64 | float density=texRECT(FrontTexture,In.TexCoord*256).a;//density
|
---|
65 |
|
---|
66 | float4 planes=float4(0.33,0.5,0.66,1);
|
---|
67 | float t;
|
---|
68 | if(z<planes.x)
|
---|
69 | {
|
---|
70 | start=float3(1,1,1);
|
---|
71 | end=texRECT(Illum1,illumUV).r;
|
---|
72 | t=z/planes.x;
|
---|
73 | temp=lerp(start,end,t);
|
---|
74 | }
|
---|
75 | if(z<planes.y&&z>=planes.x)
|
---|
76 | {
|
---|
77 | start=texRECT(Illum1,illumUV).r;
|
---|
78 | end=texRECT(Illum1,illumUV).g;
|
---|
79 | t=(z-planes.x)/(planes.y-planes.x);
|
---|
80 | temp=lerp(start,end,t);
|
---|
81 | }
|
---|
82 | if(z>=planes.y&&z<planes.z)
|
---|
83 | {
|
---|
84 | start=texRECT(Illum1,illumUV).g;
|
---|
85 | end=texRECT(Illum1,illumUV).b;
|
---|
86 | t=(z-planes.y)/(planes.z-planes.y);
|
---|
87 | temp=lerp(start,end,t);
|
---|
88 | }
|
---|
89 | if(z>=planes.z)
|
---|
90 | {
|
---|
91 | start=texRECT(Illum1,illumUV).b;
|
---|
92 | end=texRECT(Illum1,illumUV).a;
|
---|
93 | t=(z-planes.z)/(1-planes.z);
|
---|
94 | temp=lerp(start,end,t);
|
---|
95 | }
|
---|
96 | float phase=texRECT(PhaseTexture,float2(Symmetry,In.BbSizeAngleCos.y)*256);
|
---|
97 | float realdens=density*Transparency;
|
---|
98 |
|
---|
99 | float scatter=realdens*Albedo;
|
---|
100 | float outcol=temp*phase*scatter;
|
---|
101 |
|
---|
102 | float scateeredforward=scatter*texRECT(PhaseTexture,float2(Symmetry,1)*256);
|
---|
103 | Color=float4(LightColor*outcol*In.Color.rgb,1-realdens+scateeredforward/6.28);
|
---|
104 |
|
---|
105 | }
|
---|
106 |
|
---|