[845] | 1 | struct VertexOut
|
---|
| 2 | {
|
---|
| 3 | float4 Position :POSITION;
|
---|
| 4 | float2 TexCoord :TEXCOORD;
|
---|
| 5 | float2 PolarCoord :TEXCOORD1;
|
---|
| 6 | float ID :TEXCOORD2;
|
---|
| 7 | float PSize :PSIZE;
|
---|
| 8 | };
|
---|
| 9 |
|
---|
| 10 |
|
---|
| 11 | VertexOut VertexProgram(
|
---|
| 12 | float4 Position : POSITION,
|
---|
| 13 | float ID : TEXCOORD0,
|
---|
| 14 | float4 Color : COLOR0,
|
---|
| 15 | uniform float4 PSize : state.point.size,
|
---|
| 16 | uniform float4x4 modelView : state.matrix.modelview,
|
---|
| 17 | uniform float4x4 modelViewProj:state.matrix.mvp,
|
---|
| 18 | uniform float3 EyePosition
|
---|
| 19 | )
|
---|
| 20 | {
|
---|
| 21 | VertexOut Out;
|
---|
| 22 | Out.ID=ID*512;
|
---|
| 23 |
|
---|
| 24 | float4 pos_eye = mul(modelView, Position);
|
---|
| 25 | float dist = length(pos_eye.xyz);
|
---|
| 26 | Out.PSize =PSize.x*sqrt(1.0 / (1 + dist*dist));
|
---|
| 27 |
|
---|
| 28 | Out.Position = mul(modelViewProj, Position);
|
---|
| 29 |
|
---|
| 30 | float3 toLight=-1*pos_eye.xyz;
|
---|
| 31 | //polar coord
|
---|
| 32 | float3 dir0=normalize(toLight);
|
---|
| 33 |
|
---|
| 34 | float2 angles;
|
---|
| 35 | angles.y=asin(dir0.y); // -pi/2 -- pi/2
|
---|
| 36 |
|
---|
| 37 | float2 d=normalize(dir0.xz);
|
---|
| 38 | angles.x=acos(d.x)*sign(d.y); // -pi -- pi
|
---|
| 39 | angles.x=angles.x/6.28+0.5; // 0 -- 1
|
---|
| 40 | angles.y=angles.y/3.14+0.5; // 0 -- 1
|
---|
| 41 |
|
---|
| 42 | Out.PolarCoord=angles;
|
---|
| 43 |
|
---|
| 44 | return Out;
|
---|
| 45 | }
|
---|
| 46 |
|
---|
| 47 | float4 FragmentProgram(VertexOut In,
|
---|
| 48 | uniform sampler2D BbTexture,
|
---|
| 49 | uniform sampler2D DirMap,
|
---|
| 50 | uniform samplerRECT IllumTexture ) : COLOR
|
---|
| 51 | {
|
---|
| 52 | float4 Color=float4(0,0,0,0);
|
---|
| 53 |
|
---|
| 54 | float nearestdir=tex2D(DirMap,In.PolarCoord).r;
|
---|
| 55 | float nearestdir2=tex2D(DirMap,In.PolarCoord).g;
|
---|
| 56 | float weight1=tex2D(DirMap,In.PolarCoord).b;
|
---|
| 57 | float weight2=tex2D(DirMap,In.PolarCoord).a;
|
---|
| 58 |
|
---|
| 59 |
|
---|
| 60 | Color.rgb=texRECT(IllumTexture,float2(In.ID,nearestdir*64))*weight1;
|
---|
| 61 | Color.rgb+=texRECT(IllumTexture,float2(In.ID,nearestdir2*64))*weight2;
|
---|
| 62 |
|
---|
| 63 | Color.a=tex2D(BbTexture, In.TexCoord.xy).r*0.6;
|
---|
| 64 | return Color;
|
---|
| 65 | } |
---|