source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/mrt.cg @ 3009

Revision 3009, 3.7 KB checked in by mattausch, 16 years ago (diff)
RevLine 
[3004]1// input
2struct vtxin
3{
4  float4 position: POSITION;
5  float3 normal: NORMAL;
6  float4 color: COLOR0;
7  float4 texCoord: TEXCOORD0;
8};
9
10// vtx output
11struct vtxout
12{
13  float4 position: POSITION; // eye space
14  float4 texCoord: TEXCOORD0;   
15
16  float4 color: COLOR0; 
17  float4 worldPos: TEXCOORD1; // world position
18  float3 normal: TEXCOORD2;
19  float4 mypos: TEXCOORD3;
20};
21
22
23// fragment input
24struct fragin
25{
26        float4 color: COLOR0; 
27        float4 position: POSITION; // eye space
28        float4 texCoord: TEXCOORD0;   
29
30        float4 projPos: WPOS;
31        float4 worldPos: TEXCOORD1; // world position
32        float3 normal: TEXCOORD2;
33        float4 mypos: TEXCOORD3;
34};
35
36
37struct pixel
38{
[3005]39        float4 col: COLOR0;
[3009]40        float4 norm: COLOR1;
41        float3 pos: COLOR2;
[3004]42};
43
44#pragma position_invariant vtx
45
46vtxout vtx(vtxin IN,
47                   const uniform float4x4 ModelViewProj,
48                   uniform float4x4 ModelView)
49{
50        vtxout OUT;
51
52        OUT.color = IN.color;
53        OUT.texCoord = IN.texCoord;
54
55        //OUT.worldPos = mul(glstate.matrix.inverse.projection, OUT.position);
56        OUT.worldPos = mul(ModelView, IN.position);
57        // transform the vertex position into eye space
58        OUT.position = mul(glstate.matrix.mvp, IN.position);
59
60        OUT.normal = IN.normal;
61        OUT.mypos = OUT.position;
62
63        return OUT;
64}
65
66
67// bilinear interpolation
[2999]68inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
69{
70        float3 x1 = lerp(bl, tl, w.y);
71        float3 x2 = lerp(br, tr, w.y);
72        float3 v = lerp(x1, x2, w.x);
73
74        return v;
[3004]75}
76
77
78pixel fragtex(fragin IN,
79                          uniform sampler2D dirtTex,
80                          uniform float maxDepth,
81                          uniform sampler2D tex,
82                          uniform float3 eyePos,
[2999]83                          uniform float3 bl,
84                          uniform float3 br,
[3004]85                          uniform float3 tl,
86                          uniform float3 tr
87                          )
88{
89        float4 texColor = tex2D(tex, IN.texCoord.xy);
90
91        // account for alpha blending
92        if (texColor.w < 0.5f) discard;
93
94        pixel pix;
95
96        // save color in first render target
97        // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
98        pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
99        // save world space normal in third rt
100        pix.norm.xyz = IN.normal;
101        // store projection coordinates with positions (used for ssao)
102        pix.norm.w = IN.projPos.w;
103
104        const float4 projPos = IN.mypos / IN.mypos.w;
105       
106        // hack: squeeze some information about ambient into the texture
107        //pix.col.w = glstate.material.emission.x;
108
109        // compute eye linear depth
110        const float2 screenCoord = projPos.xy * 0.5f + 0.5f;
111        const float magView = length(Interpol(screenCoord, bl, br, tl, tr));
112        pix.col.w = length(eyePos - IN.worldPos.xyz) * maxDepth / magView;
113
[3009]114#if 0
[3004]115        // save world position in second render target
[3005]116        pix.pos = IN.worldPos.xyz * maxDepth;
117#endif
[3004]118
119        return pix;
120}
121
122
123pixel frag(fragin IN,
124                   uniform float maxDepth,
125                   uniform float3 eyePos,
[2999]126                   uniform float3 bl,
[3004]127                   uniform float3 br,
128                   uniform float3 tl,
129                   uniform float3 tr)
130{
131        pixel pix;
132
133        // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
134        pix.col = glstate.material.diffuse + glstate.material.emission;
135
136        pix.norm.xyz = IN.normal;
137       
138        // store projection coordinates with positions (used for ssao)
139        pix.norm.w = IN.mypos.w;
140
141        const float4 projPos = IN.mypos / IN.mypos.w;
142
143        // hack: squeeze some information about the ambient term into the target
144        //pix.col.w = glstate.material.emission.x;
145       
[3009]146        // compute eye linear depth and scale with lenght to avoid sqr root in pixel shader
[3004]147        float2 screenCoord = projPos.xy * 0.5f + 0.5f;
148        const float magView = length(Interpol(screenCoord, bl, br, tl, tr));
149        pix.col.w = length(eyePos - IN.worldPos.xyz) * maxDepth / magView;
150
[3009]151#if 0
[3005]152        pix.pos = IN.worldPos.xyz * maxDepth;
153#endif
[3004]154
155        return pix;
[2928]156}
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