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[1341] | 1 |
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| 2 | struct VS_OUT
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| 3 | {
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| 4 | float4 hPosition : POSITION;
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| 5 | float4 cPosition : TEXCOORD1;
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| 6 | float2 texCoord : TEXCOORD0;
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| 7 | float r : TEXCOORD2;
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| 8 | float4 center : TEXCOORD3;
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[1424] | 9 | float4 Color : TEXCOORD4;
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[1341] | 10 | };
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| 11 |
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| 12 | VS_OUT HPS_Smoke_L_VS (float4 position : POSITION,
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| 13 | float4 texCoord : TEXCOORD0,
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[1424] | 14 | float4 Color: COLOR0,
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| 15 | uniform float baseRadius,
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[1341] | 16 | uniform float4x4 worldView,
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| 17 | uniform float4x4 Proj,
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| 18 | uniform float4x4 worldViewProj)
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| 19 | {
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| 20 | VS_OUT OUT;
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[1424] | 21 | float2 offset = texCoord.zw * baseRadius;
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[1341] | 22 | float4 cPosition;
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| 23 | cPosition = mul(worldView, position);
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| 24 | OUT.center = cPosition;
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| 25 | cPosition.xy += offset;
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| 26 | OUT.cPosition = cPosition;
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[1424] | 27 | OUT.r = abs(offset.x);
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[1341] | 28 |
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| 29 | OUT.hPosition = mul( Proj, cPosition );
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| 30 |
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[1424] | 31 | OUT.texCoord = texCoord.xy;
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| 32 | OUT.Color = Color;
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[1341] | 33 | return OUT;
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| 34 | }
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| 35 |
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| 36 |
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| 37 | float4 HPS_Smoke_L_PS(VS_OUT IN,
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| 38 | uniform float4x4 Proj,
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| 39 | uniform sampler2D Texture ) : COLOR
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| 40 | {
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| 41 | float4 Color = 0;
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[1355] | 42 | Color = tex2D(Texture, IN.texCoord);
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[1424] | 43 | Color = float4(1, 1, 1, Color.a) * IN.Color;
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[1341] | 44 | return Color;
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| 45 | }
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