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[845] | 1 | #define D 128
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| 2 |
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| 3 | struct VertexOut
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| 4 | {
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| 5 | float4 VertexPosition :POSITION;
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| 6 | float2 TexCoord :TEXCOORD;
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| 7 | int ID :TEXCOORD1;
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| 8 | };
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| 9 |
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| 10 |
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| 11 | /*
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| 12 | Vertex program for cloud rendering
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| 13 | */
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| 14 | VertexOut VertexProgram( float4 Position :POSITION,
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| 15 | float2 Texcoord: TEXCOORD
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| 16 | )
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| 17 | {
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| 18 | VertexOut Out;
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| 19 |
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| 20 | Out.VertexPosition=Position;
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| 21 | Out.TexCoord=Texcoord;
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| 22 | Out.ID=Texcoord.x;
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| 23 |
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| 24 | return Out;
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| 25 | }
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| 26 |
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| 27 | /*
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| 28 | Fragment program for cloud rendering
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| 29 | */
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| 30 | float3 FragmentProgram( VertexOut In,
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| 31 | uniform samplerRECT LVisMap,
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| 32 | uniform samplerRECT Phase,
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| 33 | uniform float4 LightDirsWeights,
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| 34 | uniform float3 LightRad,
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| 35 | uniform float3 LightRad2,
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| 36 | uniform float2 Alb_Op):COLOR
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| 37 | {
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| 38 | float3 Color=float3(0,0,0);
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| 39 |
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| 40 | int direction=floor(In.TexCoord.y);
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| 41 | int negDir=D-1-direction;
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| 42 | int particle=In.ID;
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| 43 |
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| 44 |
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| 45 | if(floor(In.TexCoord.x)==500)
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| 46 | {
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| 47 | //Color=LightRad;
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| 48 | Color=float3(18,12,0);
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| 49 | }
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| 50 |
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| 51 | return Color;
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| 52 | }
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| 53 |
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| 54 |
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