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 | float4 Color : TEXCOORD4;
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10 | };
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11 |
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12 | VS_OUT HPS_Smoke_S_VS (float4 position : POSITION,
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13 | float4 texCoord : TEXCOORD0,
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14 | float4 Color: COLOR0,
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15 | uniform float4x4 worldView,
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16 | uniform float4x4 Proj,
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17 | uniform float4x4 worldViewProj)
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18 | {
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19 | VS_OUT OUT;
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20 |
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21 | float2 offset = texCoord.zw;
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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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27 | OUT.r = abs(texCoord.z);
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28 |
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29 | OUT.hPosition = mul( Proj, cPosition );
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30 |
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31 | OUT.texCoord = texCoord.xy;
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32 | OUT.Color = Color;
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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_S_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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42 | float f = 0;
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43 | float b = 1;
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44 | float alpha = 0;
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45 |
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46 | float d = length( IN.cPosition.xy- IN.center.xy);
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47 |
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48 | if( d < IN.r )
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49 | {
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50 | float w = sqrt( IN.r * IN.r - d * d );
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51 | float4 fPosition = IN.cPosition;
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52 | float4 bPosition = IN.cPosition;
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53 | fPosition.z -= w;
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54 | bPosition.z += w;
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55 | fPosition = mul(Proj, fPosition);
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56 | bPosition = mul(Proj, bPosition);
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57 | f = fPosition.z / fPosition.w;
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58 | b = bPosition.z / bPosition.w;
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59 |
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60 | // alpha = pow(w / IN.r, 4);
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61 | }
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62 | else
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63 | discard;
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64 |
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65 | Color.r = b;
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66 | Color.g = 1 - f;
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67 |
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68 | alpha = 1;
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69 | Color.a = alpha * IN.Color.a;
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70 | Color.a *= tex2D(Texture, IN.texCoord).r * 0.7;
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71 |
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72 |
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73 | return Color;
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74 | }
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