[2024] | 1 | struct HPS_VS_OUT
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| 2 | {
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| 3 | float4 hPosition : POSITION;
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| 4 | float4 cPosition : TEXCOORD1;
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| 5 | float2 texCoord : TEXCOORD0;
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| 6 | float r : TEXCOORD2;
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| 7 | float4 center : TEXCOORD3;
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| 8 | float4 Color : TEXCOORD4;
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| 9 | };
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| 10 |
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| 11 | //////////////
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| 12 | ///This shader used when rendering an image of the small particle system of a HPS.
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| 13 | ///It stores max distance from the camera in the red channel, one minus min distance in the green channel
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| 14 | /// and the opacity in the alpha channel.
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| 15 | /////////////
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| 16 | HPS_VS_OUT GTP_HPS_Small_VS (float4 position : POSITION,
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| 17 | float4 texCoord : TEXCOORD0,
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| 18 | float4 Color: COLOR0,
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| 19 | uniform float4x4 worldView,
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| 20 | uniform float4x4 Proj)
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| 21 | {
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| 22 | HPS_VS_OUT OUT;
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| 23 | ///transform vertices to camera space and create a sprite
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| 24 | float2 offset = texCoord.zw;
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| 25 | float4 cPosition;
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| 26 | cPosition = mul(worldView, position);
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| 27 | OUT.center = cPosition;
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| 28 | cPosition.xy += offset;
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| 29 | OUT.cPosition = cPosition;
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| 30 | OUT.r = abs(texCoord.z);
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| 31 | ///projection
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| 32 | OUT.hPosition = mul( Proj, cPosition );
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| 33 |
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| 34 | OUT.texCoord = texCoord.xy;
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| 35 | OUT.Color = Color;
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| 36 | return OUT;
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| 37 | }
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| 38 |
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| 39 |
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| 40 | float4 GTP_HPS_Small_PS(HPS_VS_OUT IN,
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| 41 | uniform float4x4 Proj,
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| 42 | uniform sampler2D Texture ) : COLOR
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| 43 | {
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| 44 | float4 Color = 0;
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| 45 | float f = 0;
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| 46 | float b = 1;
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| 47 | float alpha = 0;
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| 48 |
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| 49 | ///calculate back and front distances
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| 50 | float d = length( IN.cPosition.xy- IN.center.xy);
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| 51 |
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| 52 | if( d < IN.r )
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| 53 | {
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| 54 | float w = sqrt( IN.r * IN.r - d * d );
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| 55 | float4 fPosition = IN.cPosition;
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| 56 | float4 bPosition = IN.cPosition;
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| 57 | fPosition.z -= w;
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| 58 | bPosition.z += w;
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| 59 | fPosition = mul(Proj, fPosition);
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| 60 | bPosition = mul(Proj, bPosition);
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| 61 | f = fPosition.z / fPosition.w;
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| 62 | b = bPosition.z / bPosition.w;
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| 63 |
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| 64 | // alpha = pow(w / IN.r, 4);
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| 65 | }
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| 66 | else
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| 67 | discard;
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| 68 |
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| 69 | Color.r = b;
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| 70 | Color.g = 1 - f;
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| 71 |
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| 72 | alpha = 1;
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| 73 | Color.a = alpha * IN.Color.a;
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| 74 | Color.a *= tex2D(Texture, IN.texCoord).r * 0.7;
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| 75 |
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| 76 |
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| 77 | return Color;
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| 78 | }
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| 79 |
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| 80 | //////////////
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| 81 | ///This shader renders a HPS, the image of the smaller system is passed to the fragment shader
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| 82 | /////////////
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| 83 | HPS_VS_OUT HPS_Large_VS (float4 position : POSITION,
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| 84 | float4 texCoord : TEXCOORD0,
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| 85 | float4 Color: COLOR0,
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| 86 | uniform float baseRadius,
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| 87 | uniform float4x4 worldView,
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| 88 | uniform float4x4 Proj)
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| 89 | {
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| 90 | ///transform vertices to camera space and create a sprite
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| 91 | HPS_VS_OUT OUT;
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| 92 | float2 offset = texCoord.zw * baseRadius;
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| 93 | float4 cPosition;
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| 94 | cPosition = mul(worldView, position);
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| 95 | OUT.center = cPosition;
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| 96 | cPosition.xy += offset;
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| 97 | OUT.cPosition = cPosition;
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| 98 | OUT.r = abs(offset.x);
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| 99 | ///project
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| 100 | OUT.hPosition = mul( Proj, cPosition );
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| 101 |
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| 102 | OUT.texCoord = texCoord.xy;
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| 103 | OUT.Color = Color;
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| 104 | return OUT;
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| 105 | }
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| 106 |
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| 107 |
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| 108 | float4 HPS_Large_PS(HPS_VS_OUT IN,
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| 109 | uniform sampler2D Texture ) : COLOR
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| 110 | {
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| 111 | float4 Color = 0;
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| 112 | Color = tex2D(Texture, IN.texCoord);
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| 113 | Color = float4(1, 1, 1, Color.a) * IN.Color;
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| 114 | return Color;
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| 115 | }
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| 116 |
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| 117 | //////////////
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| 118 | ///This shader renders a HPS with depth calculation, the scene distance map is passed to the fragment shader
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| 119 | /////////////
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| 120 | struct HPS_DEPTH_VS_OUT
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| 121 | {
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| 122 | float4 hPosition : POSITION;
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| 123 | float4 cPosition : TEXCOORD1;
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| 124 | float2 texCoord : TEXCOORD0;
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| 125 | float r : TEXCOORD2;
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| 126 | float4 center : TEXCOORD3;
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| 127 | float4 Color : TEXCOORD4;
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| 128 | float2 screenCoord : TEXCOORD5;
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| 129 | };
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| 130 |
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| 131 | HPS_DEPTH_VS_OUT HPS_Large_Depth_VS (float4 position : POSITION,
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| 132 | float4 texCoord : TEXCOORD0,
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| 133 | float4 Color: COLOR0,
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| 134 | uniform float baseRadius,
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| 135 | uniform float4x4 worldView,
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| 136 | uniform float4x4 Proj)
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| 137 | {
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| 138 | ///transform vertices to camera space and create a sprite
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| 139 | HPS_DEPTH_VS_OUT OUT;
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| 140 | float2 offset = texCoord.zw * baseRadius;
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| 141 | OUT.r = abs(offset.x);
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| 142 | float4 cPosition;
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| 143 | cPosition = mul(worldView, position);
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| 144 | OUT.center = cPosition;
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| 145 | cPosition.xy += offset;
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| 146 | OUT.cPosition = cPosition;
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| 147 | OUT.cPosition.z += baseRadius;
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| 148 | OUT.cPosition.z *= -1;
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| 149 | ///projection
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| 150 | OUT.hPosition = mul( Proj, cPosition );
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| 151 | ///calculate screen space coordinates
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| 152 | float4 sPosition = OUT.hPosition / OUT.hPosition.w;
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| 153 | OUT.screenCoord = (sPosition.xy + float2(1, 1)) / 2.0;
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| 154 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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| 155 |
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| 156 | OUT.texCoord = texCoord.xy;
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| 157 | OUT.Color = Color;
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| 158 | return OUT;
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| 159 | }
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| 160 |
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| 161 |
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| 162 | float4 HPS_Large_Depth_PS(HPS_DEPTH_VS_OUT IN,
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| 163 | uniform sampler2D Texture : register(s0),
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| 164 | uniform sampler2D depthTexture : register(s1),
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| 165 | uniform sampler2D illumVolume : register(s2),
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| 166 | uniform float farplane,
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| 167 | uniform float nearplane
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| 168 | ) : COLOR
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| 169 | {
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| 170 | float4 Color = 0;
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| 171 | float4 impostor = tex2D(Texture, IN.texCoord);
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| 172 | float f = 1.0 - impostor.g;
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| 173 | float b = impostor.r;
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| 174 | float alpha = 0;
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| 175 |
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| 176 | if(b == 0)
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| 177 | discard;
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| 178 | ////altering opacity according to scene depth
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| 179 | float sceneDepth = tex2D(depthTexture, IN.screenCoord).r;
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| 180 | if(sceneDepth == 0)
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| 181 | sceneDepth = farplane;
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| 182 |
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| 183 | float size = 2.0 * IN.r;
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| 184 | float frontDepth = IN.cPosition.z + size * (f - 0.5);
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| 185 | float backDepth = IN.cPosition.z + size * (b - 0.5);
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| 186 |
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| 187 | float far = min(sceneDepth, backDepth);
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| 188 | float near = max(frontDepth, nearplane);
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| 189 |
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| 190 | alpha = (far - near) / (backDepth - frontDepth);
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| 191 | alpha = saturate(alpha) * impostor.a;
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| 192 |
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| 193 | ///final color
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| 194 | Color = float4(1, 1, 1, alpha) * IN.Color;
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| 195 | return Color;
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| 196 |
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| 197 | }
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| 198 |
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| 199 | //////////////
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| 200 | ///This shader is used when rendering the illumination volume of a HPS. Each color channel represents a layer of the volume.
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| 201 | ///The vertex shader decides if a color channel (ie. a layer) should be written.
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| 202 | /////////////
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| 203 | struct ILLUMVOLUME_VS_OUT
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| 204 | {
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| 205 | float4 hPosition : POSITION;
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| 206 | float4 texCoord : TEXCOORD0;
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| 207 | float4 color : COLOR0;
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| 208 | };
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| 209 |
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| 210 | ILLUMVOLUME_VS_OUT HPS_IllumVolume_VS(float4 position : POSITION,
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| 211 | float4 texCoord : TEXCOORD0,
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| 212 | float4 color : COLOR0,
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| 213 | uniform float baseRadius,
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| 214 | uniform float4x4 worldView,
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| 215 | uniform float4x4 Proj)
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| 216 | {
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| 217 | ILLUMVOLUME_VS_OUT OUT;
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| 218 | ///transform vertices to camera space and create a sprite
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| 219 | texCoord.y = 1.0 - texCoord.y;
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| 220 | float2 offset = texCoord.zw * baseRadius;
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| 221 | float4 cPosition = mul(worldView, position);
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| 222 | cPosition.xy += offset;
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| 223 | ///project
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| 224 | OUT.hPosition = mul( Proj, cPosition );
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| 225 | OUT.texCoord = texCoord;
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| 226 | OUT.color = color.a;
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| 227 | ////identify slices and set channels to zero if needed
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| 228 | float z = OUT.hPosition.z / OUT.hPosition.w;
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| 229 |
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| 230 | float4 planes = float4(0.33, 0.5, 0.66, 1);
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| 231 | if(z > planes.x)
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| 232 | {
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| 233 | OUT.color.r = 0;
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| 234 | }
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| 235 | if(z > planes.y)
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| 236 | {
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| 237 | OUT.color.g = 0;
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| 238 | }
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| 239 | if(z > planes.z)
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| 240 | {
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| 241 | OUT.color.b = 0;
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| 242 | }
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| 243 |
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| 244 | return OUT;
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| 245 | }
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| 246 |
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| 247 | float4 HPS_IllumVolume_PS(ILLUMVOLUME_VS_OUT IN ,
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| 248 | uniform sampler2D colorTexture : register(s0),
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| 249 | uniform float density):COLOR //0.2
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| 250 | {
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| 251 | return tex2D( colorTexture, IN.texCoord.xy).a * density * IN.color;
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| 252 | }
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| 253 |
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| 254 | //////////////
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| 255 | ///This shader renders a HPS with depth calculation and with shading (light extintion).
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| 256 | ///The pixel shader identifies the two layers of the illumination volume between wich the shaded point is,
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| 257 | /// and interpolates the stored extintion values.
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| 258 | /////////////
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| 259 | struct VS_OUT_DEPTH_ILLUM
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| 260 | {
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| 261 | float4 hPosition : POSITION;
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| 262 | float4 cPosition : TEXCOORD1;
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| 263 | float2 texCoord : TEXCOORD0;
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| 264 | float r : TEXCOORD2;
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| 265 | float4 center : TEXCOORD3;
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| 266 | float4 Color : TEXCOORD4;
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| 267 | float2 screenCoord : TEXCOORD5;
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| 268 | float4 lightCoord : TEXCOORD6;
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| 269 | };
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| 270 |
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| 271 | VS_OUT_DEPTH_ILLUM HPS_Large_Depth_Illum_VS (float4 position : POSITION,
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| 272 | float4 texCoord : TEXCOORD0,
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| 273 | float4 Color: COLOR0,
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| 274 | uniform float width,
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| 275 | uniform float height,
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| 276 | uniform float baseRadius,
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| 277 | uniform float4x4 worldView,
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| 278 | uniform float4x4 worldViewInv,
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| 279 | uniform float4x4 lightViewProj,
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| 280 | uniform float4x4 Proj)
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| 281 | {
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| 282 | ///transform vertices to camera space and create a sprite
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| 283 | VS_OUT_DEPTH_ILLUM OUT;
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| 284 | //texCoord.z = normalize(texCoord.z);
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| 285 | //texCoord.w = normalize(texCoord.w);
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| 286 | float2 offset = texCoord.zw * baseRadius;
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| 287 | OUT.r = abs(offset.x);
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| 288 | float4 cPosition;
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| 289 | cPosition = mul(worldView, position);
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| 290 | OUT.center = cPosition;
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| 291 | cPosition.xy += offset;
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| 292 | OUT.cPosition = cPosition;
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| 293 | OUT.cPosition.z *= -1;
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| 294 | //OUT.cPosition.z = OUT.cPosition.z - OUT.r;
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| 295 |
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| 296 | /// project
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| 297 | OUT.hPosition = mul( Proj, cPosition );
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| 298 | /// calculate screen coordinates
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| 299 | float4 sPosition = OUT.hPosition / OUT.hPosition.w;
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| 300 | OUT.screenCoord = (sPosition.xy + float2(1.0, 1.0)) / float2(2.0, 2.0);
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| 301 | float2 halfpixel = float2(0.5 / width, 0.5 / height);
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| 302 | OUT.screenCoord += halfpixel;
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| 303 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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| 304 |
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| 305 | OUT.texCoord = texCoord.xy;
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| 306 | OUT.Color = Color;
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| 307 | ///calculate ligth space coordinates
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| 308 | float4 wPosition = mul(worldViewInv, cPosition);
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| 309 | OUT.lightCoord = mul(lightViewProj, wPosition);
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| 310 | return OUT;
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| 311 | }
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| 312 |
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| 313 |
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| 314 | float4 HPS_Large_Depth_Illum_PS(VS_OUT_DEPTH_ILLUM IN,
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| 315 | uniform sampler2D Texture : register(s0),
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| 316 | uniform sampler2D depthTexture : register(s1),
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| 317 | uniform sampler2D illumVolume : register(s2)
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| 318 | ) : COLOR
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| 319 | {
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| 320 | float4 Color = 0;
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| 321 | float4 impostor = tex2D(Texture, IN.texCoord);
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| 322 | float f = 1.0 - impostor.g;
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| 323 | float b = impostor.r;
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| 324 | float alpha = 0;
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| 325 |
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| 326 | if(b == 0)
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| 327 | discard;
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| 328 | ////altering opacity according to scene depth
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| 329 | float sceneDepth = tex2D(depthTexture, IN.screenCoord).r;
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| 330 | if(sceneDepth == 0)
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| 331 | {
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| 332 | alpha = impostor.a;
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| 333 | }
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| 334 | else
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| 335 | {
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| 336 | float size = 2.0 * IN.r;
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| 337 | float frontDepth = IN.cPosition.z + size * (f - 0.5);
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| 338 | float backDepth = IN.cPosition.z + size * (b - 0.5);
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| 339 |
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| 340 | alpha = (sceneDepth - frontDepth) / (backDepth - frontDepth);
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| 341 | alpha = saturate(alpha) * impostor.a;
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| 342 | }
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| 343 | ///identify light volume slices and interpolation
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| 344 | float2 lightCoord;
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| 345 | lightCoord = (IN.lightCoord.xy + float2(1.0, 1.0)) / 2.0;
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| 346 | lightCoord.y = 1.0 - lightCoord.y;
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| 347 | float z = IN.lightCoord.z / IN.lightCoord.w;
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| 348 |
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| 349 | float4 extintion = tex2D(illumVolume, lightCoord);
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| 350 |
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| 351 | float intensities[5];
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| 352 | intensities[0] = 1.0;
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| 353 | intensities[1] = extintion.r;
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| 354 | intensities[2] = extintion.g;
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| 355 | intensities[3] = extintion.b;
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| 356 | intensities[4] = extintion.a;
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| 357 |
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| 358 | float3 start;
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| 359 | float3 end;
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| 360 | float3 temp = 1.0;
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| 361 | float t;
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| 362 |
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| 363 | float4 planes = float4(0.33, 0.5, 0.66, 1);
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| 364 | if(z < planes.x)
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| 365 | {
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| 366 | start = intensities[0];
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| 367 | end = intensities[1];
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| 368 | t = z / planes.x;
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| 369 | temp = lerp(start, end, t);
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| 370 | }
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| 371 | if(z > planes.x && z < planes.y)
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| 372 | {
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| 373 | start = intensities[1];
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| 374 | end = intensities[2];
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| 375 | t = (z - planes.x) / (planes.y - planes.x);
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| 376 | temp = lerp(start, end, t);
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| 377 | }
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| 378 | if(z > planes.y && z < planes.z)
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| 379 | {
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| 380 | start = intensities[2];
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| 381 | end = intensities[3];
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| 382 | t = (z - planes.y) / (planes.z - planes.y);
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| 383 | temp = lerp(start, end, t);
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| 384 | }
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| 385 | if(z > planes.z)
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| 386 | {
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| 387 | start = intensities[3];
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| 388 | end = intensities[4];
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| 389 | t = (z - planes.z) / (planes.a - planes.z);
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| 390 | temp = lerp(start, end, t);
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| 391 | }
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| 392 | IN.Color.rgb *= temp;
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| 393 | ///final color
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| 394 |
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| 395 | Color = float4(1, 1, 1, alpha) * IN.Color;
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| 396 | return Color;
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| 397 | }
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| 398 |
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| 399 |
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