1 | ///////////////////////////////////////////////////////////////////////////////
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2 | //
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3 | // ## ######
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4 | // ###### ###
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5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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6 | // ########## # # #
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7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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8 | // ######### # # # All rights reserved.
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9 | // ## ##########
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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 | #include \
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15 | <levelutil/shader/prog/d3d9_hlsl/include_stddef_d3d9_hlsl.s3d_shadercode_run>
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16 |
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17 | ///////////////////////////////////////////////////////////////////////////////
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18 |
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19 | struct VS_INPUT
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20 | {
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21 | float4 posObj: POSITION;
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22 | float3 normalObj: NORMAL;
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23 | S3D_BONE_DECL_STD(boneWgh, boneSubscr)
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24 | float4 diffuse: COLOR0;
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25 | float2 mainTexCoord: TEXCOORD0;
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26 | };
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27 |
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28 | struct VS_OUTPUT
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29 | {
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30 | float4 posScr: POSITION;
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31 | float2 mainTexCoord: TEXCOORD0;
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32 | float4 diffuse: COLOR0;
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33 | float4 specular: COLOR1;
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34 | float fogCoord: TEXCOORD2;
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35 | };
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36 |
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37 | ///////////////////////////////////////////////////////////////////////////////
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38 |
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39 | const float4x4 projMat;
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40 |
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41 | S3D_MATBONE_DECL_STD(matBone)
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42 |
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43 | const float4 mtrlPower;
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44 | const float4 mtrlEmissive;
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45 |
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46 | #ifdef S3D_LIGHT_CNT
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47 | const s3d_StdProgLight lightArray[S3D_LIGHT_CNT];
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48 | const int activeLights;
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49 | #endif
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50 |
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51 | float4 anim; // Animation time between 0 and 1
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52 | float4 colorAlpha; // Color and alpha factor
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53 | float4 param; // x=Particle radius, y=Move-along-normal-factor
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54 | float4 moveLin; // Linear movement vector
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55 | float4 moveQuadr; // Quadratic movement vector
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56 | float4 moveVari; // Variation amount, see below
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57 | float4 moveJiggle; // Jiggle amount vector, see below.
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58 | float4 shrink; // x=fadeIn, y=fadeOut, z=flickerAmp, w=flickerVel
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59 | float4 other; // x=asyncFactor, y=repeat, z=jiggleVel, w=unused
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60 |
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61 | ///////////////////////////////////////////////////////////////////////////////
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62 | // Seed values:
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63 |
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64 | float4 seedVariX = float4(8576, 6968, 8285, 1375);
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65 | float4 seedVariY = float4(9257, 7911, 4491, 4178);
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66 | float4 seedVariZ = float4(9621, 7416, 9166, 1405);
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67 | float4 seedJiggleX = float4(9809, 4760, 6104, 3046);
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68 | float4 seedJiggleY = float4(7590, 5729, 8471, 1556);
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69 | float4 seedJiggleZ = float4(9904, 0636, 4127, 5254);
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70 | float4 seedAnim = float4(8891, 1068, 3747, 5529);
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71 | float4 seedRotU = float4(3147, 0722, 3324, 7158);
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72 | float4 seedRotV = float4(7020, 4337, 7956, 1530);
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73 |
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74 | ///////////////////////////////////////////////////////////////////////////////
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75 | // Utility functions:
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76 |
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77 | float quickSin(float phase)
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78 | {
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79 | float rel = frac(phase) - 0.5;
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80 | float val = - 16 * rel * (0.5 - abs(rel));
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81 | return val;
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82 | }
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83 |
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84 | ///////////////////////////////////////////////////////////////////////////////
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85 | // Vertexshader
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86 | // Profile: 2x0
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87 |
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88 | VS_OUTPUT main(VS_INPUT input)
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89 | {
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90 | VS_OUTPUT output = (VS_OUTPUT)0;
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91 |
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92 | float animRandom = dot(input.posObj, seedAnim);
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93 | float curAnim = frac(other.x * animRandom + other.y * anim.x);
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94 |
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95 | // The movement direction is varied by a pseudo-random value.
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96 | float3 variRandom;
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97 | variRandom.x = dot(input.posObj, seedVariX);
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98 | variRandom.y = dot(input.posObj, seedVariY);
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99 | variRandom.z = dot(input.posObj, seedVariZ);
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100 | float3 variUnit = (2 * frac(variRandom) - 1);
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101 | float3 variDelta = variUnit * moveVari.xyz;
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102 |
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103 | // The particles jiggle in direction of a pseudo-random value.
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104 | float3 jiggleRandom;
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105 | jiggleRandom.x = dot(input.posObj, seedJiggleX);
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106 | jiggleRandom.y = dot(input.posObj, seedJiggleY);
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107 | jiggleRandom.z = dot(input.posObj, seedJiggleZ);
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108 | float3 jiggleUnit = (2 * frac(jiggleRandom) - 1);
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109 | float3 jiggleDelta = jiggleUnit * moveJiggle
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110 | * quickSin(curAnim * other.z);
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111 |
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112 | // Move particle in object coordinates:
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113 | float3 moveTot = moveLin.xyz; // Move into constant direction
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114 | moveTot += input.normalObj * param.y; // Move along normal vector
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115 | moveTot += curAnim * moveQuadr.xyz; // Move along a quadratic curve
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116 | moveTot += variDelta; // Move into a random direction
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117 | float4 posObj = input.posObj;
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118 | posObj.xyz += curAnim * moveTot; // Add move
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119 | posObj.xyz += jiggleDelta; // Jitter
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120 |
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121 | // Transformation from object into view coordinates:
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122 | float4x4 matBoneFinal;
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123 | S3D_BONE_TRANSF_STD(
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124 | matBoneFinal, matBone, input.boneWgh, input.boneSubscr);
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125 | // Transform vectors by matBoneFinal
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126 | float4 posView = mul(posObj, matBoneFinal);
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127 |
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128 | // Calculate effective particle radius.
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129 | // This includes fading in, fading out and flickering.
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130 | float fadeIn = curAnim * shrink.x;
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131 | float fadeOut = (1 - curAnim) * shrink.y;
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132 | float fade = min(1, min(fadeIn, fadeOut));
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133 | float flicker = 1 - shrink.z * quickSin(curAnim * shrink.w);
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134 | float radius = param.x * flicker * fade;
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135 |
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136 | // Until now we only have the particle center.
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137 | // Now we alculate the corner coordinates.
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138 | // The particle is rotated by a pseudo-random angle:
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139 | float2 rotRandom;
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140 | rotRandom.x = dot(input.posObj, seedRotU);
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141 | rotRandom.y = dot(input.posObj, seedRotV);
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142 | float2 rotDir = normalize(frac(rotRandom) - float2(0.5, 0.5));
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143 | float2 rotU = radius * 1.4142 * rotDir;
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144 | float2 rotV = float2(- rotU.y, rotU.x);
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145 | float2 coord = (input.mainTexCoord.xy - float2(0.5, 0.5));
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146 | posView.xy += rotU * coord.x + rotV * coord.y;
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147 |
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148 | // Projection:
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149 | output.posScr = mul(posView, projMat);
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150 | output.mainTexCoord = input.mainTexCoord;
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151 | output.fogCoord = posView.z / posView.w;
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152 |
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153 | // Calculate vertex color:
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154 | #ifdef S3D_LIGHT_CNT
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155 | float4 colDiffuse = mtrlEmissive;
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156 | float4 colSpecular = 0;
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157 | for(int i = 0; i < activeLights; i++)
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158 | {
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159 | s3d_ColPair lightCol = s3d_calcPointLightTerm(
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160 | posView.xyz, 0, mtrlPower.w, lightArray[i]);
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161 | colDiffuse.rgb += lightCol.diffuse.rgb;
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162 | colSpecular.rgb += lightCol.specular.rgb;
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163 | }
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164 | output.diffuse = colDiffuse * colorAlpha * input.diffuse;
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165 | output.specular = colSpecular;
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166 | #else
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167 | output.diffuse = colorAlpha * input.diffuse;
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168 | output.specular = 0;
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169 | #endif
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170 |
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171 | return output;
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172 | }
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173 |
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174 | ///////////////////////////////////////////////////////////////////////////////
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