[2810] | 1 | // input |
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| 2 | struct vtxin |
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| 3 | { |
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| 4 | float4 position: POSITION; |
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| 5 | float3 normal: NORMAL; |
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| 6 | float4 color: COLOR0; |
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| 7 | float4 texCoord: TEXCOORD0; |
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| 8 | }; |
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| 9 | |
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| 10 | // vtx output |
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| 11 | struct vtxout |
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| 12 | { |
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| 13 | float4 position: POSITION; // eye space |
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| 14 | float4 texCoord: TEXCOORD0; |
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| 15 | |
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| 16 | float4 color: COLOR0; |
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| 17 | float4 worldPos: TEXCOORD1; // world position |
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[2811] | 18 | float3 normal: TEXCOORD2; |
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[2834] | 19 | float4 mypos: TEXCOORD3; |
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[2810] | 20 | }; |
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| 21 | |
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| 22 | |
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| 23 | // fragment input |
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| 24 | struct fragin |
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| 25 | { |
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[2891] | 26 | float4 color: COLOR0; |
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| 27 | float4 position: POSITION; // eye space |
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| 28 | float4 texCoord: TEXCOORD0; |
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[2810] | 29 | |
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[2891] | 30 | float4 projPos: WPOS; |
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| 31 | float4 worldPos: TEXCOORD1; // world position |
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| 32 | float3 normal: TEXCOORD2; |
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| 33 | float4 mypos: TEXCOORD3; |
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[2810] | 34 | }; |
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| 35 | |
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| 36 | |
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| 37 | struct pixel |
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| 38 | { |
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| 39 | float4 col: COLOR0; |
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| 40 | float4 pos: COLOR1; |
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[2822] | 41 | float4 norm: COLOR2; |
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[2810] | 42 | }; |
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| 43 | |
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[2951] | 44 | #pragma position_invariant vtx |
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[2810] | 45 | |
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[2818] | 46 | vtxout vtx(vtxin IN, |
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[2834] | 47 | const uniform float4x4 ModelViewProj, |
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[2952] | 48 | uniform float4x4 ModelView) |
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[2810] | 49 | { |
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[2952] | 50 | vtxout OUT; |
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[2810] | 51 | |
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[2952] | 52 | OUT.color = IN.color; |
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| 53 | OUT.texCoord = IN.texCoord; |
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[2818] | 54 | |
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[2952] | 55 | //OUT.worldPos = mul(glstate.matrix.inverse.projection, OUT.position); |
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| 56 | OUT.worldPos = mul(ModelView, IN.position); |
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[2958] | 57 | // transform the vertex position into eye space |
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| 58 | OUT.position = mul(glstate.matrix.mvp, IN.position); |
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[2810] | 59 | |
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[2952] | 60 | OUT.normal = IN.normal; |
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| 61 | OUT.mypos = OUT.position; |
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| 62 | |
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| 63 | return OUT; |
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[2810] | 64 | } |
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| 65 | |
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| 66 | |
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[2822] | 67 | pixel fragtex(fragin IN, |
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[2834] | 68 | uniform sampler2D tex, |
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[2960] | 69 | uniform float maxDepth) |
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[2810] | 70 | { |
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[2865] | 71 | pixel pix; |
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[2836] | 72 | |
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[2866] | 73 | // save color in first render target |
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[2960] | 74 | // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term) |
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| 75 | pix.col = (glstate.material.emission + glstate.material.diffuse) * tex2D(tex, IN.texCoord.xy); |
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[2867] | 76 | |
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[2951] | 77 | // save world position in second render target |
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[2865] | 78 | pix.pos = IN.worldPos * maxDepth; |
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[2866] | 79 | // save normal in third rt |
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[2867] | 80 | pix.norm.xyz = IN.normal; |
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[2836] | 81 | |
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[2865] | 82 | // hack: squeeze some information about ambient into the texture |
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[2960] | 83 | pix.norm.w = glstate.material.emission.x; |
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[2866] | 84 | // store projection coordinates with positions (used for ssao) |
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[2865] | 85 | pix.pos.w = IN.projPos.w; |
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[2836] | 86 | |
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[2865] | 87 | // account for alpha blending |
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| 88 | if (pix.col.w < 0.5f) |
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| 89 | discard; |
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[2810] | 90 | |
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[2865] | 91 | // write the depth |
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| 92 | pix.col.w = IN.mypos.z / IN.mypos.w; |
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| 93 | |
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| 94 | return pix; |
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[2810] | 95 | } |
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[2819] | 96 | |
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| 97 | |
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[2822] | 98 | pixel frag(fragin IN, |
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[2960] | 99 | uniform float maxDepth) |
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[2819] | 100 | { |
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[2865] | 101 | pixel pix; |
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[2819] | 102 | |
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[2960] | 103 | // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term) |
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| 104 | pix.col = glstate.material.diffuse + glstate.material.emission; |
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[2865] | 105 | pix.pos = IN.worldPos * maxDepth; |
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[2873] | 106 | |
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[2867] | 107 | pix.norm.xyz = IN.normal; |
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[2873] | 108 | |
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[2867] | 109 | // hack: squeeze some information about the ambient term into the target |
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[2960] | 110 | pix.norm.w = glstate.material.emission.x; |
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[2865] | 111 | pix.pos.w = IN.mypos.w; |
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[2873] | 112 | |
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| 113 | // the projected depth |
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[2865] | 114 | pix.col.w = IN.mypos.z / IN.mypos.w; |
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| 115 | |
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| 116 | return pix; |
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[2928] | 117 | } |
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