1 | struct VertexOut
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2 | {
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3 | float4 Position :POSITION;
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4 | float2 TexCoord :TEXCOORD;
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5 | float2 PolarCoord :TEXCOORD1;
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6 | float ID :TEXCOORD2;
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7 | float PSize :PSIZE;
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8 | };
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9 |
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10 |
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11 | VertexOut VertexProgram(
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12 | float4 Position : POSITION,
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13 | float ID : TEXCOORD0,
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14 | float4 Color : COLOR0,
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15 | uniform float4 PSize : state.point.size,
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16 | uniform float4x4 modelView : state.matrix.modelview,
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17 | uniform float4x4 modelViewProj:state.matrix.mvp,
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18 | uniform float3 EyePosition
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19 | )
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20 | {
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21 | VertexOut Out;
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22 | Out.ID=ID*512;
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23 |
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24 | float4 pos_eye = mul(modelView, Position);
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25 | float dist = length(pos_eye.xyz);
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26 | Out.PSize =PSize.x*sqrt(1.0 / (1 + dist*dist));
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27 |
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28 | Out.Position = mul(modelViewProj, Position);
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29 |
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30 | float3 toLight=-1*pos_eye.xyz;
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31 | //polar coord
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32 | float3 dir0=normalize(toLight);
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33 |
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34 | float2 angles;
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35 | angles.y=asin(dir0.y); // -pi/2 -- pi/2
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36 |
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37 | float2 d=normalize(dir0.xz);
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38 | angles.x=acos(d.x)*sign(d.y); // -pi -- pi
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39 | angles.x=angles.x/6.28+0.5; // 0 -- 1
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40 | angles.y=angles.y/3.14+0.5; // 0 -- 1
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41 |
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42 | Out.PolarCoord=angles;
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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 | float4 FragmentProgram(VertexOut In,
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48 | uniform sampler2D BbTexture,
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49 | uniform sampler2D DirMap,
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50 | uniform samplerRECT IllumTexture ) : COLOR
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51 | {
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52 | float4 Color=float4(0,0,0,0);
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53 |
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54 | float nearestdir=tex2D(DirMap,In.PolarCoord).r;
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55 | float nearestdir2=tex2D(DirMap,In.PolarCoord).g;
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56 | float weight1=tex2D(DirMap,In.PolarCoord).b;
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57 | float weight2=tex2D(DirMap,In.PolarCoord).a;
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58 |
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59 |
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60 | Color.rgb=texRECT(IllumTexture,float2(In.ID,nearestdir*64))*weight1;
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61 | Color.rgb+=texRECT(IllumTexture,float2(In.ID,nearestdir2*64))*weight2;
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62 |
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63 | Color.a=tex2D(BbTexture, In.TexCoord.xy).r*0.6;
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64 | return Color;
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65 | } |
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