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[845] | 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 | float3 Position :TEXCOORD1;
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| 6 | float ID :TEXCOORD2;
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| 7 | };
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| 8 |
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| 9 |
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| 10 | /*
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| 11 | Vertex program for cloud rendering
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| 12 | */
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| 13 | VertexOut VertexProgram( float4 Position :POSITION,
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| 14 | float ID: TEXCOORD,
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| 15 | uniform float WindowSize,
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| 16 | uniform float4x4 ModelViewProj :state.matrix.mvp
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| 17 | )
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| 18 | {
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| 19 | VertexOut Out;
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| 20 |
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| 21 | Out.VertexPosition=mul(ModelViewProj, Position);
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| 22 |
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| 23 | Out.ID=ID;
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| 24 |
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| 25 | Out.Position=Out.VertexPosition.xyz/2+0.5;
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| 26 | Out.Position.xy*=WindowSize;
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| 27 |
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| 28 | return Out;
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| 29 | }
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| 30 |
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| 31 | /*
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| 32 | Fragment program for cloud rendering
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| 33 | */
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| 34 | void FragmentProgram( VertexOut In,
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| 35 | uniform samplerRECT PrevFrame,
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| 36 | out float4 Color:COLOR,
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| 37 | uniform float peel
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| 38 | //,out float Depth:DEPTH
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| 39 | )
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| 40 | {
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| 41 | float z0=texRECT(PrevFrame,In.Position.xy).g;
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| 42 | Color=float4(1,In.Position.z,0,1);
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| 43 |
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| 44 | if(In.Position.z<=peel)
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| 45 | {
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| 46 | Color.a=0;
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| 47 | }
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| 48 |
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| 49 | }
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| 50 |
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| 51 |
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