1 | struct SBB_VS_OUT
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2 | {
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3 | float4 hPosition : POSITION;
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4 | float4 texCoord : TEXCOORD0;
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5 | float3 P : TEXCOORD1;
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6 | float3 Q : TEXCOORD2;
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7 | float r : TEXCOORD3;
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8 | float2 screenCoord : TEXCOORD4;
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9 | float4 color : COLOR0;
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10 | };
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11 |
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12 | SBB_VS_OUT MoriaDust_VS (float4 position : POSITION,
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13 | float4 texCoord : TEXCOORD0,
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14 | float4 color : COLOR,
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15 | uniform float width,
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16 | uniform float height,
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17 | uniform float4x4 worldView,
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18 | uniform float4x4 Proj)
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19 | {
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20 | SBB_VS_OUT OUT;
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21 | ///transform to camera space and create a sprite with vertex offset
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22 | float2 offset = texCoord.zw;
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23 | float4 cPosition;
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24 | float4 wPosition = position;
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25 | cPosition = mul(worldView, wPosition);
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26 | /// P is the particle sphere center
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27 | OUT.P = cPosition.xyz;
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28 | OUT.P.z = - 1 * OUT.P.z;
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29 | cPosition.xy += offset;
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30 | /// Q is the shaded point (it is moved backwards to avoid unwanted frontplane clipping)
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31 | OUT.Q = cPosition.xyz;
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32 | OUT.Q.z = OUT.P.z;
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33 | OUT.r = abs(texCoord.z);
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34 | /// calculate screen space position
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35 | OUT.hPosition = mul( Proj, cPosition );
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36 | OUT.screenCoord = (OUT.hPosition.xy / OUT.hPosition.w + 1.0) / 2.0;
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37 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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38 | OUT.screenCoord += float2(0.5/width, 0.5/height);
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39 |
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40 | OUT.texCoord = texCoord;
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41 | OUT.color = color;
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42 |
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43 | return OUT;
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44 | }
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45 |
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46 |
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47 | float4 MoriaDust_PS(SBB_VS_OUT IN ,
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48 | // in screenCoord : VPOS,
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49 | uniform float nearplane,
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50 | uniform float farplane,
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51 | uniform float4 lightCPos,
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52 | uniform float lightPower,
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53 | uniform float4 color,
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54 | uniform float symmetry,
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55 | uniform sampler2D colorTexture : register(s0),
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56 | uniform sampler2D DepthMap : register(s1),
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57 | uniform sampler2D PhaseMap : register(s2)
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58 | ) : COLOR
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59 | {
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60 | float4 Color = IN.color * color;
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61 | float alpha = 0;
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62 |
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63 | /// get the depth values from the depthMap and calculate ray length in sphere
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64 | float d = length( IN.Q - IN.P );
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65 | float Zs;
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66 | if( d < IN.r )
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67 | {
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68 |
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69 | float w = sqrt( IN.r * IN.r - d * d );
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70 | alpha = w / IN.r;
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71 | alpha *= pow( (IN.r-d) / IN.r , 2);
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72 |
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73 | float F = IN.Q.z - w;
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74 | float B = IN.Q.z + w;
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75 |
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76 |
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77 | Zs = tex2D( DepthMap, IN.screenCoord ).r;
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78 | if(Zs == 0) Zs = farplane;
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79 | float ds = min( Zs, B ) - max( nearplane, F );
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80 | // float ds = min( Zs, B ) - F;
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81 | alpha *= ds / w * 0.5;
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82 | }
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83 | /// fetch opacity from a texture
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84 | Color.a *= tex2D( colorTexture, IN.texCoord.xy).r;
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85 | Color.a *= alpha;
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86 |
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87 | //illumination
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88 | float3 L = lightCPos - IN.Q * lightCPos.w;
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89 | float ld = length(L);
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90 | L = L / ld;
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91 | float3 V = normalize(-IN.Q);
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92 | float phase = /*lightPower / (ld*ld) * */tex2D(PhaseMap, float2(symmetry, dot(L,V)) * 0.5 + 0.5).r;
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93 | // float phase = (dot(L, V) + 1.0) * 0.5;
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94 | Color.rgb *= phase;
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95 | return Color;
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96 | }
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