[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 | float3 LightToPoint=normalize(Position.xyz-LightPosition);
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| 34 | float3 PointToEye=normalize(EyePosition-Position.xyz);
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| 35 | Out.BbSizeAngleCos.y=(dot(LightToPoint,PointToEye)+1)/2;
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| 36 |
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| 37 | return Out;
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| 38 | }
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| 39 |
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| 40 | //
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| 41 | // Fragment program for displaying particle system with rectangle rendertexture
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| 42 | //
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| 43 | void FragmentProgram( VertexOut In,
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| 44 | uniform samplerRECT FrontTexture,
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| 45 | uniform samplerRECT PhaseTexture,
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| 46 | uniform float Albedo,
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| 47 | uniform float Transparency,
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| 48 | uniform float Symmetry,
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| 49 | uniform float3 LightColor,
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| 50 | float4 out Color:COLOR
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| 51 | )
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| 52 | {
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| 53 | float density=texRECT(FrontTexture,In.TexCoord*256).a;
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| 54 |
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| 55 | float phase=texRECT(PhaseTexture,float2(Symmetry,In.BbSizeAngleCos.y)*256);
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| 56 | float realdens=density*Transparency;
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| 57 | float outcol=realdens*phase*Albedo;
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| 58 |
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| 59 | Color=float4(LightColor*outcol*In.Color.rgb,1-realdens);
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| 60 |
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| 61 | }
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| 62 |
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