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1 | struct VS_OUT
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2 | {
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3 | float4 hPosition : POSITION;
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4 | float4 texCoord : TEXCOORD0;
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5 | float4 color : COLOR0;
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6 | };
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7 |
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8 | VS_OUT SmokeIllumVolumeVS(float4 position : POSITION,
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9 | float4 texCoord : TEXCOORD0,
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10 | float4 color : COLOR0,
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11 | uniform float baseRadius,
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12 | uniform float4x4 worldView,
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13 | uniform float4x4 Proj,
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14 | uniform float4x4 worldViewProj)
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15 | {
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16 | VS_OUT OUT;
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17 |
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18 | texCoord.y = 1.0 - texCoord.y;
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19 | float2 offset = texCoord.zw * baseRadius;
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20 | float4 cPosition = mul(worldView, position);
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21 | cPosition.xy += offset;
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22 |
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23 | OUT.hPosition = mul( Proj, cPosition );
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24 | OUT.texCoord = texCoord;
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25 | OUT.color = 1;
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26 |
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27 | float z = OUT.hPosition.z / OUT.hPosition.w;
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28 |
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29 | float4 planes = float4(0.33, 0.5, 0.66, 1);
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30 | if(z > planes.x)
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31 | {
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32 | OUT.color.r = 0;
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33 | }
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34 | if(z > planes.y)
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35 | {
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36 | OUT.color.g = 0;
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37 | }
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38 | if(z > planes.z)
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39 | {
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40 | OUT.color.b = 0;
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41 | }
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42 |
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43 |
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44 | return OUT;
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45 | }
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46 |
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47 |
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48 | float4 SmokeIllumVolumePS(VS_OUT IN ,
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49 | uniform sampler2D colorTexture : register(s0)):COLOR
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50 | {
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51 |
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52 | return tex2D( colorTexture, IN.texCoord.xy).a * 0.1 * IN.color;
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53 | } |
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