1 | #define method1
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2 |
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3 | struct VS_OUT
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4 | {
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5 | float4 hPosition : POSITION;
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6 | float4 cPosition : TEXCOORD1;
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7 | float2 texCoord : TEXCOORD0;
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8 | float r : TEXCOORD2;
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9 | float4 center : TEXCOORD3;
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10 | float4 Color : TEXCOORD4;
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11 | float2 screenCoord : TEXCOORD5;
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12 | };
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13 |
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14 | VS_OUT HPS_Smoke_L_Depth_VS (float4 position : POSITION,
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15 | float4 texCoord : TEXCOORD0,
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16 | float4 Color: COLOR0,
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17 | uniform float baseRadius,
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18 | uniform float4x4 worldView,
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19 | uniform float4x4 Proj,
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20 | uniform float4x4 worldViewProj)
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21 | {
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22 | VS_OUT OUT;
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23 | float2 offset = texCoord.zw * baseRadius;
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24 | OUT.r = abs(offset.x);
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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.cPosition.z += baseRadius;
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31 | OUT.cPosition.z *= -1;
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32 |
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33 | OUT.hPosition = mul( Proj, cPosition );
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34 | float4 sPosition = OUT.hPosition / OUT.hPosition.w;
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35 | OUT.screenCoord = (sPosition.xy + float2(1, 1)) / 2.0;
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36 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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37 |
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38 | OUT.texCoord = texCoord.xy;
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39 | OUT.Color = Color;
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40 | return OUT;
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41 | }
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42 |
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43 |
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44 | float4 HPS_Smoke_L_Depth_PS(VS_OUT IN,
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45 | uniform float4x4 Proj,
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46 | uniform sampler2D Texture : register(s0),
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47 | uniform sampler2D depthTexture : register(s1),
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48 | uniform sampler2D illumVolume : register(s2),
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49 | uniform float farplane,
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50 | uniform float nearplane
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51 | ) : COLOR
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52 | {
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53 | float4 Color = 0;
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54 | float4 impostor = tex2D(Texture, IN.texCoord);
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55 | float f = 1.0 - impostor.g;
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56 | float b = impostor.r;
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57 | float alpha = 0;
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58 |
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59 | if(b == 0)
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60 | discard;
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61 |
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62 | float sceneDepth = tex2D(depthTexture, IN.screenCoord).r;
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63 | if(sceneDepth == 0)
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64 | sceneDepth = farplane;
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65 |
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66 | float size = 2.0 * IN.r;
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67 | float frontDepth = IN.cPosition.z + size * (f - 0.5);
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68 | float backDepth = IN.cPosition.z + size * (b - 0.5);
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69 |
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70 | float far = min(sceneDepth, backDepth);
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71 | float near = max(frontDepth, nearplane);
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72 |
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73 | alpha = (far - near) / (backDepth - frontDepth);
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74 | alpha = saturate(alpha) * impostor.a;
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75 |
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76 |
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77 | Color = float4(1, 1, 1, alpha) * IN.Color;
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78 | return Color;
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79 |
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80 | }
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81 |
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82 | struct VS_OUT_ILLUM
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83 | {
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84 | float4 hPosition : POSITION;
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85 | float4 cPosition : TEXCOORD1;
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86 | float2 texCoord : TEXCOORD0;
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87 | float r : TEXCOORD2;
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88 | float4 center : TEXCOORD3;
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89 | float4 Color : TEXCOORD4;
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90 | float2 screenCoord : TEXCOORD5;
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91 | float4 lightCoord : TEXCOORD6;
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92 | };
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93 |
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94 | VS_OUT_ILLUM HPS_Smoke_L_Depth_Illum_VS (float4 position : POSITION,
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95 | float4 texCoord : TEXCOORD0,
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96 | float4 Color: COLOR0,
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97 | uniform float width,
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98 | uniform float height,
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99 | uniform float baseRadius,
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100 | uniform float4x4 worldView,
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101 | uniform float4x4 worldViewInv,
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102 | uniform float4x4 lightViewProj,
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103 | uniform float4x4 Proj,
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104 | uniform float4x4 worldViewProj)
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105 | {
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106 | VS_OUT_ILLUM OUT;
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107 | //texCoord.z = normalize(texCoord.z);
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108 | //texCoord.w = normalize(texCoord.w);
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109 | float2 offset = texCoord.zw * baseRadius;
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110 | OUT.r = abs(offset.x);
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111 | float4 cPosition;
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112 | cPosition = mul(worldView, position);
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113 | OUT.center = cPosition;
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114 | cPosition.xy += offset;
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115 | OUT.cPosition = cPosition;
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116 | OUT.cPosition.z *= -1;
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117 | //OUT.cPosition.z = OUT.cPosition.z - OUT.r;
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118 |
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119 | OUT.hPosition = mul( Proj, cPosition );
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120 | float4 sPosition = OUT.hPosition / OUT.hPosition.w;
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121 | OUT.screenCoord = (sPosition.xy + float2(1.0, 1.0)) / float2(2.0, 2.0);
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122 | float2 halfpixel = float2(0.5 / width, 0.5 / height);
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123 | OUT.screenCoord += halfpixel;
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124 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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125 |
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126 | OUT.texCoord = texCoord.xy;
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127 | OUT.Color = Color;
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128 | float4 wPosition = mul(worldViewInv, cPosition);
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129 | OUT.lightCoord = mul(lightViewProj, wPosition);
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130 | return OUT;
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131 | }
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132 |
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133 | float ext(float z, sampler2D illumVolume, float2 lightCoord)
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134 | {
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135 | float4 extintion = tex2D(illumVolume, lightCoord);
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136 |
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137 | float intensities[5];
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138 | intensities[0] = 1.0;
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139 | intensities[1] = extintion.r;
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140 | intensities[2] = extintion.g;
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141 | intensities[3] = extintion.b;
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142 | intensities[4] = extintion.a;
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143 |
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144 | z = 4.0 * z;
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145 | int start = floor(z);
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146 | return lerp( intensities[start], intensities[start + 1], z - ((float) start));
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147 | }
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148 |
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149 | float4 HPS_Smoke_L_Depth_Illum_PS(VS_OUT_ILLUM IN,
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150 | uniform float4x4 Proj,
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151 | uniform sampler2D Texture : register(s0),
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152 | uniform sampler2D depthTexture : register(s1),
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153 | uniform sampler2D illumVolume : register(s2),
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154 | uniform float farplane
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155 | ) : COLOR
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156 | {
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157 | float4 Color = 0;
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158 | float4 impostor = tex2D(Texture, IN.texCoord);
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159 | float f = 1.0 - impostor.g;
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160 | float b = impostor.r;
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161 | float alpha = 0;
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162 |
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163 | if(b == 0)
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164 | discard;
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165 |
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166 | float sceneDepth = tex2D(depthTexture, IN.screenCoord).r;
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167 | if(sceneDepth == 0)
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168 | {
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169 | alpha = impostor.a;
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170 | }
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171 | else
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172 | {
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173 | float size = 2.0 * IN.r;
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174 | float frontDepth = IN.cPosition.z + size * (f - 0.5);
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175 | float backDepth = IN.cPosition.z + size * (b - 0.5);
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176 |
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177 | alpha = (sceneDepth - frontDepth) / (backDepth - frontDepth);
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178 | alpha = saturate(alpha) * impostor.a;
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179 | }
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180 |
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181 | float2 lightCoord;
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182 | lightCoord = (IN.lightCoord.xy + float2(1.0, 1.0)) / 2.0;
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183 | lightCoord.y = 1.0 - lightCoord.y;
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184 | float z = IN.lightCoord.z / IN.lightCoord.w;
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185 |
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186 | #ifdef method1
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187 |
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188 | float4 extintion = tex2D(illumVolume, lightCoord);
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189 |
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190 | float intensities[5];
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191 | intensities[0] = 1.0;
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192 | intensities[1] = extintion.r;
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193 | intensities[2] = extintion.g;
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194 | intensities[3] = extintion.b;
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195 | intensities[4] = extintion.a;
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196 |
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197 | float3 start;
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198 | float3 end;
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199 | float3 temp = 1.0;
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200 | float t;
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201 |
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202 | float4 planes = float4(0.33, 0.5, 0.66, 1);
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203 | if(z < planes.x)
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204 | {
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205 | start = intensities[0];
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206 | end = intensities[1];
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207 | t = z / planes.x;
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208 | temp = lerp(start, end, t);
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209 | }
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210 | if(z > planes.x && z < planes.y)
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211 | {
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212 | start = intensities[1];
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213 | end = intensities[2];
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214 | t = (z - planes.x) / (planes.y - planes.x);
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215 | temp = lerp(start, end, t);
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216 | }
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217 | if(z > planes.y && z < planes.z)
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218 | {
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219 | start = intensities[2];
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220 | end = intensities[3];
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221 | t = (z - planes.y) / (planes.z - planes.y);
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222 | temp = lerp(start, end, t);
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223 | }
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224 | if(z > planes.z)
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225 | {
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226 | start = intensities[3];
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227 | end = intensities[4];
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228 | t = (z - planes.z) / (planes.a - planes.z);
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229 | temp = lerp(start, end, t);
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230 | }
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231 | IN.Color.rgb *= temp;
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232 |
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233 | #else
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234 |
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235 | float4 extintion = tex3D(illumVolume, float3(lightCoord, z));
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236 | IN.Color.rgb *= extintion;
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237 | /*
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238 | float intensities[5];
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239 | intensities[0] = 1.0;
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240 | intensities[1] = extintion.r;
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241 | intensities[2] = extintion.g;
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242 | intensities[3] = extintion.b;
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243 | intensities[4] = extintion.a;
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244 |
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245 | z = 4.0 * z;
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246 | int start = floor(z);
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247 | float ext = lerp( intensities[start], intensities[start + 1], z - ((float) start));
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248 | IN.Color.rgb *= ext;*/
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249 |
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250 | #endif
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251 |
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252 | Color = float4(1, 1, 1, alpha) * IN.Color;
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253 | return Color;
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254 |
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255 | }
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256 |
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257 |
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