[2522] | 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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