[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 | uniform float4x4 ModelViewMatrix:state.matrix.modelview
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| 24 | )
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| 25 | {
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| 26 | VertexOut Out;
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| 27 |
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| 28 | Out.Color=Color;
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| 29 |
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| 30 | Out.VertexPosition=mul(ModelViewProj, Position);
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| 31 | Out.TexCoord=Texcoord.xy;
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| 32 |
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| 33 | Out.LightSpacePos=mul(LightModelViewProj, Position);
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| 34 | Out.LightSpacePos.xyz=Out.LightSpacePos.xyz/Out.LightSpacePos.w;
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| 35 | Out.LightSpacePos.xyz=(Out.LightSpacePos.xyz+1)/2;
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| 36 |
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| 37 | Out.Position=Out.VertexPosition;
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| 38 | Out.BbSizeAngleCos.x=Texcoord.z;
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| 39 |
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| 40 | float3 LightToPoint=normalize(Position.xyz-LightPosition);
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| 41 | float3 PointToEye=normalize(EyePosition-Position.xyz);
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| 42 | Out.BbSizeAngleCos.y=(dot(LightToPoint,PointToEye)+1.0)/2.0;
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| 43 |
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| 44 | Out.EyePosition=mul(ModelViewMatrix, Position);
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| 45 |
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| 46 | Out.Position.xyz=(Out.Position.xyz/Out.Position.w+1)/2;
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| 47 |
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| 48 | return Out;
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| 49 | }
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| 50 |
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| 51 | //
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| 52 | // Fragment program for displaying particle system with rectangle rendertexture
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| 53 | //
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| 54 | void FragmentProgram( VertexOut In,
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| 55 | uniform samplerRECT FrontTexture,
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| 56 | uniform samplerRECT ObjTexture,
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| 57 | uniform samplerRECT Illum1,
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| 58 | uniform samplerRECT PhaseTexture,
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| 59 | uniform float Albedo,
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| 60 | uniform float Transparency,
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| 61 | uniform float Symmetry,
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| 62 | uniform float3 LightColor,
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| 63 | float4 out Color:COLOR
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| 64 | )
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| 65 | {
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| 66 | float2 illumUV=In.LightSpacePos.xy;
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| 67 | illumUV*=256;
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| 68 | In.TexCoord*=256;
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| 69 | float z=In.LightSpacePos.z;
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| 70 |
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| 71 | float3 start;
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| 72 | float3 end;
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| 73 | float3 temp;
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| 74 |
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| 75 | float objdepth=texRECT(ObjTexture,In.Position.xy*512).r;
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| 76 |
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| 77 | float depth=texRECT(FrontTexture,In.TexCoord).r;
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| 78 | float density=1;
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| 79 |
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| 80 | if(depth.x==1)
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| 81 | {
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| 82 | Color=float4(0,0,0,1);
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| 83 | }
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| 84 | else
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| 85 | {
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| 86 | float size=0.5*In.BbSizeAngleCos.x;
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| 87 | float frontdepth=-In.EyePosition.z-size+texRECT(FrontTexture,In.TexCoord).r*size;
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| 88 | float backdepth=-In.EyePosition.z-size+(1-texRECT(FrontTexture,In.TexCoord).g)*size;
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| 89 |
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| 90 | float d=backdepth-frontdepth;
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| 91 | float o=-objdepth-frontdepth;
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| 92 |
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| 93 | density*=texRECT(FrontTexture,In.TexCoord).a;//density
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| 94 | density*=saturate(o/d);
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| 95 |
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| 96 | float4 planes=float4(0.33,0.5,0.66,1);
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| 97 | float t;
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| 98 | if(z<planes.x)
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| 99 | {
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| 100 | start=float3(1,1,1);
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| 101 | end=texRECT(Illum1,illumUV).r;
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| 102 | t=z/planes.x;
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| 103 | temp=lerp(start,end,t);
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| 104 | //temp=float3(1,0,0);
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| 105 | }
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| 106 | if(z<planes.y&&z>=planes.x)
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| 107 | {
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| 108 | start=texRECT(Illum1,illumUV).r;
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| 109 | end=texRECT(Illum1,illumUV).g;
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| 110 | t=(z-planes.x)/(planes.y-planes.x);
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| 111 | temp=lerp(start,end,t);
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| 112 | //temp=float3(1,1,0);
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| 113 | }
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| 114 | if(z>=planes.y&&z<planes.z)
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| 115 | {
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| 116 | start=texRECT(Illum1,illumUV).g;
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| 117 | end=texRECT(Illum1,illumUV).b;
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| 118 | t=(z-planes.y)/(planes.z-planes.y);
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| 119 | temp=lerp(start,end,t);
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| 120 | //temp=float3(0,1,0);
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| 121 | }
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| 122 | if(z>=planes.z)
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| 123 | {
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| 124 | start=texRECT(Illum1,illumUV).b;
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| 125 | end=texRECT(Illum1,illumUV).a;
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| 126 | t=(z-planes.z)/(1-planes.z);
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| 127 | temp=lerp(start,end,t);
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| 128 | //temp=float3(0,1,1);
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| 129 | }
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| 130 |
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| 131 | float phase=texRECT(PhaseTexture,float2(Symmetry,In.BbSizeAngleCos.y)*256);
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| 132 | float realdens=density*Transparency;
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| 133 | float scatter=realdens*Albedo;
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| 134 | float outcol=temp*phase*scatter;
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| 135 | //float3 outcol=temp;//*phase*scatter;
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| 136 |
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| 137 | float scateeredforward=scatter*texRECT(PhaseTexture,float2(Symmetry,1)*256);
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| 138 |
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| 139 | Color+=float4((LightColor)*outcol*In.Color.rgb,1-realdens);
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| 140 | }
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| 141 |
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| 142 | }
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| 143 |
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