source: GTP/trunk/App/Demos/Illum/pathmap/dots.fx @ 2197

Revision 2197, 1.5 KB checked in by szirmay, 18 years ago (diff)
RevLine 
[2197]1float4x4 worldToProjMatrix;
2
3float aClusterWeight;
4
5struct vsInputDots
6{
7    float4      pos                     : POSITION;
8    float3      rad                     : NORMAL;   
9};
10
11struct vsOutputDots
12{
13    float4      pos                     : POSITION;
14    float3      rad                     : NORMAL;
15    float4      worldPos        : TEXCOORD0;       
16};
17
18vsOutputDots
19        vsDots(vsInputDots input)
20{
21    vsOutputDots output = (vsOutputDots)0;
22    output.worldPos = input.pos;
23    output.pos = mul(input.pos, worldToProjMatrix);
24    output.pos.z -= 0.0001;
25    output.rad = input.rad;
26    return output;
27}
28
29float4
30        psDots(vsOutputDots input) : COLOR0
31{
32//      return 1;
33//      return float4(input.rad, 1);
34        float4 ret;
35
36/*      float4 occProjPos = mul(input.worldPos, occWorldToProjMatrix);
37        occProjPos /= occProjPos.w;
38        float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
39        float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z, 1) );
40
41        if(visibility >= 0.5)
42                ret = float4(1, 0.5, 0, 1);
43        else
44                ret = float4(1, 0, 1, 1);*/
45//      ret = float4(frac(aClusterWeight * 3.14), frac(aClusterWeight * 13.3), frac(aClusterWeight * 7.1) , 1.0);
46//      ret = float4(aClusterWeight * 1000.0, aClusterWeight * 400.0, aClusterWeight * 100.0, 1.0);
47        ret = float4(aClusterWeight % 2, aClusterWeight % 3 / 2.0, aClusterWeight % 5 / 4.0, 1.0);
48//      ret = float4(aClusterWeight, aClusterWeight, aClusterWeight, 1.0);
49
50        return ret;
51}
52
53technique Dots{
54        pass P0
55    {
56        VertexShader = compile vs_3_0 vsDots();
57        PixelShader  = compile ps_3_0 psDots();
58    }
59}
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