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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9 | };
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10 |
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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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17 | {
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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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27 |
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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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33 |
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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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38 | {
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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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45 |
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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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57 |
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58 | alpha = pow(w / IN.r, 4) * 0.5;
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59 | }
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60 | else
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61 | discard;
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62 |
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63 | Color.r = b;
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64 | Color.g = 1 - f;
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65 | Color.a = alpha;
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66 | //Color.a = tex2D(Texture, IN.texCoord).a * 0.2;
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67 |
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68 |
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69 | return Color;
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70 | }
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