1 |
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2 | // gametools
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3 | #include \
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4 | <levelutil/shader/prog/d3d9_hlsl/include_stddef_d3d9_hlsl.s3d_shadercode_run>
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5 |
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6 |
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7 | struct VS_INPUT
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8 | {
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9 | float2 texCoord : TEXCOORD0;
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10 | float4 posObj: POSITION;
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11 | };
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12 |
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13 | struct VS_OUTPUT
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14 | {
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15 | float4 posScr: POSITION;
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16 | float2 center: TEXCOORD0;
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17 | float pointSize: PSIZE;
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18 | float radius :TEXCOORD1;
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19 | float4 color :TEXCOORD2;
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20 |
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21 | };
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22 |
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23 |
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24 | ///////////////////////////////////////////////////////////////////////////////
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25 | // Vertexshader
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26 | // Profile: 3x0
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27 | const float4x4 projMat;
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28 | const float4x4 matView;
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29 | const float4x4 matViewInv;
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30 | sampler tex0: register(s0);
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31 |
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32 | VS_OUTPUT main(VS_INPUT input)
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33 | {
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34 | float pointSize = 20;
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35 | float resolution = 128;
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36 |
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37 | VS_OUTPUT output = (VS_OUTPUT)0;
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38 |
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39 | output.pointSize = pointSize;
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40 | output.radius = pointSize / resolution;
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41 |
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42 | float4 pos = tex2Dlod(tex0, float4(input.posObj.x, input.posObj.y,0,0));
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43 |
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44 | //debug
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45 | //output.posScr = float4(input.posObj.xy *2.0 - 1.0, 0, 1);
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46 |
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47 | //output.posScr = pos;
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48 | output.center = output.posScr;
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49 |
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50 | //output.color = float4(1,0,1,1);
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51 | if(pos.w == 0)
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52 | {
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53 | output.center = 0.0f;
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54 | output.posScr = 1000.0f; //transform out of view
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55 | }
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56 | else
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57 | {
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58 | float4 mPosition = float4(normalize(pos.xyz),1);
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59 | float4 cPosition = mul(mPosition, matView);
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60 | float4 hPosition = mul(cPosition, projMat);
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61 |
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62 | output.posScr = hPosition;
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63 | output.center = float2(hPosition.x, hPosition.y) / hPosition.w;
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64 | }
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65 |
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66 |
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67 |
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68 |
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69 | return output;
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70 | }
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71 |
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72 | ///////////////////////////////////////////////////////////////////////////////
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