1 | //////////////
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2 | ///This shader renders a HPS with depth calculation and with shading (light extintion).
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3 | ///The pixel shader identifies the two layers of the illumination volume between wich the shaded point is,
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4 | /// and interpolates the stored extintion values.
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5 | /////////////
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6 | struct VS_OUT_DEPTH_ILLUM
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7 | {
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8 | float4 hPosition : POSITION;
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9 | float4 cPosition : TEXCOORD1;
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10 | float2 texCoord : TEXCOORD0;
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11 | float r : TEXCOORD2;
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12 | float4 center : TEXCOORD3;
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13 | float4 Color : TEXCOORD4;
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14 | float2 screenCoord : TEXCOORD5;
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15 | float4 lightCoord : TEXCOORD6;
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16 | };
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17 |
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18 |
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19 | float4 HPS_Large_Depth_Illum_PS(VS_OUT_DEPTH_ILLUM IN,
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20 | uniform float nearplane,
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21 | uniform sampler2D Texture : register(s0),
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22 | uniform sampler2D depthTexture : register(s1),
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23 | uniform sampler2D illumVolume : register(s2)
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24 | ) : COLOR
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25 | {
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26 | float4 Color = 0;
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27 | float4 impostor = tex2D(Texture, IN.texCoord);
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28 | float f = 1.0 - impostor.g;
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29 | float b = impostor.r;
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30 | float alpha = 0;
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31 |
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32 | if(b == 0)
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33 | discard;
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34 | ////altering opacity according to scene depth
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35 | float sceneDepth = tex2D(depthTexture, IN.screenCoord).r;
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36 | if(sceneDepth == 0)
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37 | {
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38 | discard;//alpha = impostor.a;
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39 | }
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40 | else
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41 | {
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42 | float size = 2.0 * IN.r;
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43 | float frontDepth = IN.cPosition.z + size * (f - 0.5);
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44 | float backDepth = IN.cPosition.z + size * (b - 0.5);
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45 | float B = min(sceneDepth, backDepth);
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46 | float F = max(frontDepth, 0.01);
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47 | float ds = B - F;
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48 | alpha = ds / (backDepth - frontDepth);
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49 | alpha =saturate(alpha) * impostor.a;
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50 | }
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51 | if(alpha == 0)
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52 | discard;
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53 | ///identify light volume slices and interpolation
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54 | float2 lightCoord;
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55 | lightCoord = (IN.lightCoord.xy + float2(1.0, 1.0)) / 2.0;
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56 | lightCoord.y = 1.0 - lightCoord.y;
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57 | float z = IN.lightCoord.z / IN.lightCoord.w;
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58 |
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59 | float4 extintion = tex2D(illumVolume, lightCoord);
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60 |
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61 | float intensities[5];
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62 | intensities[0] = 1.0;
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63 | intensities[1] = extintion.r;
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64 | intensities[2] = extintion.g;
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65 | intensities[3] = extintion.b;
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66 | intensities[4] = extintion.a;
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67 |
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68 | float3 start;
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69 | float3 end;
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70 | float3 temp = 1.0;
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71 | float t;
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72 |
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73 | float4 planes = float4(0.33, 0.5, 0.66, 1);
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74 | if(z < planes.x)
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75 | {
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76 | start = intensities[0];
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77 | end = intensities[1];
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78 | t = z / planes.x;
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79 | temp = lerp(start, end, t);
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80 | }
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81 | if(z > planes.x && z < planes.y)
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82 | {
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83 | start = intensities[1];
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84 | end = intensities[2];
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85 | t = (z - planes.x) / (planes.y - planes.x);
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86 | temp = lerp(start, end, t);
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87 | }
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88 | if(z > planes.y && z < planes.z)
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89 | {
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90 | start = intensities[2];
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91 | end = intensities[3];
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92 | t = (z - planes.y) / (planes.z - planes.y);
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93 | temp = lerp(start, end, t);
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94 | }
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95 | if(z > planes.z)
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96 | {
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97 | start = intensities[3];
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98 | end = intensities[4];
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99 | t = (z - planes.z) / (planes.a - planes.z);
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100 | temp = lerp(start, end, t);
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101 | }
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102 | IN.Color.rgb *= temp;
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103 | ///final color
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104 |
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105 | Color = float4(1, 1, 1, alpha) * IN.Color;
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106 | return Color;
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107 | } |
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