1 | struct VertexOut
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2 | {
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3 | float4 Position :POSITION;
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4 | float4 Color :COLOR0;
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5 | float2 TexCoord :TEXCOORD;
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6 | float error :TEXCOORD1;
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7 | float ID :TEXCOORD2;
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8 | float PSize :PSIZE;
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9 | };
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10 |
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11 |
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12 | VertexOut VertexProgram(
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13 | float4 Position : POSITION,
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14 | float2 TexCoord : TEXCOORD0,
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15 | float4 Color : COLOR0,
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16 | uniform float Opacity,
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17 | uniform float4 PSize : state.point.size,
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18 | uniform float4x4 modelView : state.matrix.modelview,
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19 | uniform float4x4 modelViewProj:state.matrix.mvp
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20 | )
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21 | {
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22 | VertexOut Out;
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23 | Out.ID=TexCoord.x;
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24 | Out.Color=Color;
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25 | Out.Color.a=Opacity;
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26 |
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27 | float4 pos_eye = mul(modelView, Position);
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28 | float dist = length(pos_eye.xyz);
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29 | Out.PSize =PSize.x*TexCoord.y*sqrt(1.0 / (1 + dist*dist));
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30 |
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31 | Out.Position = mul(modelViewProj, Position);
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32 |
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33 | return Out;
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34 | }
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35 |
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36 | float4 FragmentProgram(VertexOut In,
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37 | uniform sampler2D BbTexture,
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38 | uniform samplerRECT IllumTex
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39 | ) : COLOR
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40 | {
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41 | /*
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42 | float ds=texRECT(VisMap,float2(particle,direction)).g;
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43 | float tau=1.0;
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44 | //float alpha=1-exp(-ds*tau);
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45 | float alpha=Alb_Op.y;*/
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46 |
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47 | int particle=round(In.ID);
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48 |
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49 | float4 Color=texRECT(IllumTex,float2(particle,0))*In.Color;
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50 |
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51 | Color.a*=tex2D(BbTexture, In.TexCoord.xy).r;
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52 | //Color.a=1;
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53 |
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54 | return Color;
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55 | }
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56 |
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57 | /*
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58 | float4 FragmentProgram(VertexOut In,
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59 | uniform samplerRECT LVisMap,
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60 | uniform sampler2D BbTexture,
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61 | uniform float Ldir
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62 | ) : COLOR
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63 | {
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64 |
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65 | int particle=round(In.ID);
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66 |
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67 | float4 Color=texRECT(LVisMap,float2(particle,Ldir));
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68 |
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69 | Color.a*=tex2D(BbTexture, In.TexCoord.xy).r;
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70 |
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71 | return Color;
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72 |
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73 |
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74 |
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75 | }*/ |
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