[2270] | 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 | float4 color :TEXCOORD0;
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| 17 |
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| 18 | };
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| 19 |
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| 20 |
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| 21 | ///////////////////////////////////////////////////////////////////////////////
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| 22 | // Vertexshader
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| 23 | // Profile: 3x0
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| 24 | const float4x4 projMat;
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| 25 | const float4x4 matView;
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| 26 | const float4x4 matViewInv;
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| 27 | sampler tex0: register(s0);
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| 28 |
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| 29 | VS_OUTPUT main(VS_INPUT input)
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| 30 | {
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| 31 |
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| 32 | VS_OUTPUT output = (VS_OUTPUT)0;
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| 33 |
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| 34 | float4 pos = tex2Dlod(tex0, float4(input.posObj.x, input.posObj.y,0,0));
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| 35 |
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| 36 | output.color = float4(1,0,1,1);
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| 37 | if(pos.w == 0)
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| 38 | {
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| 39 | output.color = float4(0,0,0,0);
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| 40 | output.posScr = float4(0, 0, -1000000, 1);
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| 41 | }
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| 42 | else
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| 43 | {
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| 44 | float4 mPosition = float4(normalize(pos.xyz),1);
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| 45 | float4 cPosition = mul(mPosition, matView);
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| 46 | float4 hPosition = mul(cPosition, projMat);
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| 47 |
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| 48 | float intensity = 0.25;
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| 49 |
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| 50 | //read four neighbours
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| 51 | float pixel = 1.0 / 32.0;
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| 52 | float sumdist = 0;
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| 53 | float dist;
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| 54 | float valids = 0;
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| 55 | float4 pos1 = tex2Dlod(tex0, float4(input.posObj.xy + float2(pixel, pixel),0,0));
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| 56 | if(pos1.a != 0)
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| 57 | {
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| 58 | dist = length(pos1.xyz - pos.xyz);
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| 59 | sumdist += dist;
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| 60 | valids++;
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| 61 | }
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| 62 |
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| 63 | float4 pos2 = tex2Dlod(tex0, float4(input.posObj.xy + float2(-pixel, pixel),0,0));
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| 64 | if(pos2.a != 0)
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| 65 | {
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| 66 | dist = length(pos2.xyz - pos.xyz);
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| 67 | sumdist += dist;
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| 68 | valids++;
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| 69 | }
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| 70 |
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| 71 | float4 pos3 = tex2Dlod(tex0, float4(input.posObj.xy + float2(pixel, -pixel),0,0));
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| 72 | if(pos3.a != 0)
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| 73 | {
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| 74 | dist = length(pos3.xyz - pos.xyz);
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| 75 | sumdist += dist;
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| 76 | valids++;
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| 77 | }
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| 78 |
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| 79 | float4 pos4 = tex2Dlod(tex0, float4(input.posObj.xy + float2(-pixel, -pixel),0,0));
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| 80 | if(pos4.a != 0)
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| 81 | {
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| 82 | dist = length(pos4.xyz - pos.xyz);
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| 83 | sumdist += dist;
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| 84 | valids++;
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| 85 | }
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| 86 |
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| 87 | float avrdist = sumdist / valids;
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| 88 | intensity = 0.5 / (avrdist * avrdist * 3.14);
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| 89 |
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| 90 | output.color = intensity;
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| 91 | output.posScr = hPosition;
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| 92 | }
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| 93 |
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| 94 | return output;
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| 95 | }
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| 96 |
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| 97 | ///////////////////////////////////////////////////////////////////////////////
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