[1336] | 1 |
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| 2 | struct VS_OUT
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| 3 | {
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[1339] | 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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[1336] | 9 | };
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| 10 |
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[1339] | 11 | VS_OUT HPS_Smoke_S_VS (float4 position : POSITION,
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| 12 | float4 texCoord : TEXCOORD0,
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| 13 |
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| 14 | uniform float4x4 worldView,
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| 15 | uniform float4x4 Proj,
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| 16 | uniform float4x4 worldViewProj)
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[1336] | 17 | {
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[1339] | 18 | VS_OUT OUT;
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| 19 |
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| 20 | float2 offset = texCoord.zw;
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| 21 | float4 cPosition;
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| 22 | cPosition = mul(worldView, position);
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| 23 | OUT.center = cPosition;
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| 24 | cPosition.xy += offset;
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| 25 | OUT.cPosition = cPosition;
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| 26 | OUT.r = abs(texCoord.z);
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[1336] | 27 |
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[1339] | 28 | OUT.hPosition = mul( Proj, cPosition );
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| 29 |
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| 30 | OUT.texCoord = texCoord.xy;
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| 31 | return OUT;
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| 32 | }
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[1336] | 33 |
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[1339] | 34 |
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| 35 | float4 HPS_Smoke_S_PS(VS_OUT IN,
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| 36 | uniform float4x4 Proj,
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| 37 | uniform sampler2D Texture ) : COLOR
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[1336] | 38 | {
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[1339] | 39 | float4 Color = 0;
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| 40 | float f = 0;
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| 41 | float b = 1;
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| 42 | float alpha = 0;
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| 43 |
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| 44 | float d = length( IN.cPosition.xyz - IN.center.xyz);
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[1336] | 45 |
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[1339] | 46 | if( d < IN.r )
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| 47 | {
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| 48 | float w = sqrt( IN.r * IN.r - d * d );
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| 49 | float4 fPosition = IN.cPosition;
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| 50 | float4 bPosition = IN.cPosition;
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| 51 | fPosition.z -= w;
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| 52 | bPosition.z += w;
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| 53 | fPosition = mul(Proj, fPosition);
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| 54 | bPosition = mul(Proj, bPosition);
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| 55 | f = (fPosition.z / fPosition.w + 1.0) / 2.0;
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| 56 | b = (bPosition.z / bPosition.w + 1.0) / 2.0;
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[1355] | 57 |
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| 58 | alpha = pow(w / IN.r, 4) * 0.5;
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[1336] | 59 | }
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[1339] | 60 | else
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| 61 | discard;
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[1336] | 62 |
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[1355] | 63 | Color.r = b;
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| 64 | Color.g = 1 - f;
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[1339] | 65 | Color.a = alpha;
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[1355] | 66 | //Color.a = tex2D(Texture, IN.texCoord).a * 0.2;
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[1339] | 67 |
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| 68 |
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| 69 | return Color;
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[1336] | 70 | }
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