[2197] | 1 | float4x4 worldToProjMatrix;
|
---|
| 2 |
|
---|
| 3 | float aClusterWeight;
|
---|
| 4 |
|
---|
| 5 | struct vsInputDots
|
---|
| 6 | {
|
---|
| 7 | float4 pos : POSITION;
|
---|
| 8 | float3 rad : NORMAL;
|
---|
| 9 | };
|
---|
| 10 |
|
---|
| 11 | struct vsOutputDots
|
---|
| 12 | {
|
---|
| 13 | float4 pos : POSITION;
|
---|
| 14 | float3 rad : NORMAL;
|
---|
| 15 | float4 worldPos : TEXCOORD0;
|
---|
| 16 | };
|
---|
| 17 |
|
---|
| 18 | vsOutputDots
|
---|
| 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 |
|
---|
| 29 | float4
|
---|
| 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 |
|
---|
| 53 | technique Dots{
|
---|
| 54 | pass P0
|
---|
| 55 | {
|
---|
| 56 | VertexShader = compile vs_3_0 vsDots();
|
---|
| 57 | PixelShader = compile ps_3_0 psDots();
|
---|
| 58 | }
|
---|
| 59 | } |
---|