1 | float CauSpriteSize;
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2 | float CauSpriteIntens;
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3 |
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4 | struct VS_OUT
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5 | {
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6 | float4 hPosition : POSITION;
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7 | float4 texCoord : TEXCOORD0;
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8 | float4 color : COLOR0;
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9 | float2 r : TEXCOORD1;
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10 | float2 center : TEXCOORD2;
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11 | float4 position : TEXCOORD3;
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12 | float pSize : PSIZE;
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13 | float dist : TEXCOORD4;
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14 | };
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15 |
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16 | VS_OUT CauVS(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 | uniform float4x4 worldViewProj,
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22 | uniform float resolution,
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23 | uniform sampler2D PhotonHitMap : register(s0))
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24 | {
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25 | VS_OUT OUT;
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26 |
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27 | float radius = CauSpriteSize;
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28 | OUT.pSize = radius;
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29 | float4 cPosition;
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30 |
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31 | float4 pos = tex2Dlod(PhotonHitMap, float4(position.x, 1.0 - position.y,0,0)).rgba;
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32 | // float4 pos = float4(0,0,-0.5,1);
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33 |
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34 | if(pos.a == 0)//no photon hit
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35 | {
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36 | OUT.center = 1000.0f;
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37 | OUT.position = OUT.hPosition = 1000.0f; //transform out of view
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38 | }
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39 | else
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40 | {
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41 | float4 wPosition = float4(normalize(pos.xyz),1);
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42 |
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43 | cPosition = mul(worldView, wPosition);
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44 | OUT.center = cPosition.xy;
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45 | OUT.position = cPosition;
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46 | OUT.hPosition = mul(Proj, cPosition);
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47 | }
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48 |
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49 | OUT.r.x = radius;
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50 | OUT.r.y = radius;
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51 | OUT.texCoord = texCoord;
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52 | OUT.color = 1;
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53 | OUT.color = float4(pos);
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54 | OUT.dist = length(pos.xyz);
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55 |
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56 | return OUT;
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57 | }
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58 |
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59 |
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60 | float4 CauPS(VS_OUT IN,
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61 | uniform float3 color,
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62 | uniform sampler2D intensityTex : register(s1)
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63 | ):COLOR
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64 | {
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65 |
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66 | // float2 texcoord = (IN.center - IN.position.xy) / IN.r.x;
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67 | // texcoord = (texcoord + 1.0) * 0.5;
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68 | IN.color.rgb = color;
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69 | float intens = tex2D(intensityTex, IN.texCoord).r;
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70 | IN.color.a = intens * CauSpriteIntens;
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71 | return IN.color;
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72 | }
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73 |
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74 |
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