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 : TEXCOORD0;
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6 | float radius : TEXCOORD2;
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7 | float4 texCoord : TEXCOORD1;
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8 | };
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9 |
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10 | VS_OUT VP(float4 mPosition : POSITION,
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11 | uniform float4x4 worldView,
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12 | uniform float4x4 Proj,
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13 | uniform float4x4 worldViewProj
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14 | float2 texCoord :TEXCOORD0)
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15 | {
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16 | VS_OUT Out;
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17 | Out.texCoord.xy = texCoord;
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18 | Out.texCoord.zw = (texCoord * 2.0) - 1.0;
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19 |
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20 | float2 offset = texCoord.zw;
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21 | float4 cPosition = mul(worldView, mPosition);
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22 | cPosition.xy += offset;
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23 |
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24 | Out.hPosition = mul( Proj, cPosition );
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25 | Out.cPosition = cPosition;
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26 | Out.radius = abs(offset.x);
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27 |
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28 | return OUT;
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29 | }
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30 |
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31 | float4 FP(VS_OUT In,
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32 | uniform float4x4 Proj,
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33 | uniform sampler2D Texture):COLOR
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34 | {
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35 | float4 color = 1;
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36 | float front = 0;
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37 | float back = 1;
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38 |
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39 | float4 tex = tex2D(Texture, In.texCoord.xy);
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40 | float d = length(In.TexCoord.zw);
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41 | float w = sqrt(In.radius * In.radius - d * d);
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42 | if(d < r)
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43 | {
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44 | float4 positionF; float4 positionB;
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45 | positionF = positionB = In.cPosition;
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46 | positionF.z -= w;
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47 | positionB.z += w;
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48 | positionF = mul(Proj, positionF);
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49 | positionB = mul(Proj, positionB);
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50 | positionF = (positionF / positionF.w + 1.0) / 2.0;
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51 | positionB = (positionB / positionB.w + 1.0) / 2.0;
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52 | }
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53 | color.rgb = positionF.z;
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54 |
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55 | return color;
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56 | }
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