source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/mrt.cg @ 3016

Revision 3016, 3.6 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 sampler2D tex,
81                          uniform float3 eyePos,
[2999]82                          uniform float3 bl,
83                          uniform float3 br,
[3004]84                          uniform float3 tl,
85                          uniform float3 tr
86                          )
87{
88        float4 texColor = tex2D(tex, IN.texCoord.xy);
89
90        // account for alpha blending
91        if (texColor.w < 0.5f) discard;
92
93        pixel pix;
94
95        // save color in first render target
96        // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
97        pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
98        // save world space normal in third rt
99        pix.norm.xyz = IN.normal;
100        // store projection coordinates with positions (used for ssao)
101        pix.norm.w = IN.projPos.w;
102
103        const float4 projPos = IN.mypos / IN.mypos.w;
104       
105        // hack: squeeze some information about ambient into the texture
106        //pix.col.w = glstate.material.emission.x;
107
108        // compute eye linear depth
109        const float2 screenCoord = projPos.xy * 0.5f + 0.5f;
110        const float magView = length(Interpol(screenCoord, bl, br, tl, tr));
[3016]111        pix.col.w = length(eyePos - IN.worldPos.xyz) / magView;
[3004]112
[3009]113#if 0
[3004]114        // save world position in second render target
[3005]115        pix.pos = IN.worldPos.xyz * maxDepth;
116#endif
[3004]117
118        return pix;
119}
120
121
122pixel frag(fragin IN,
123                   uniform float3 eyePos,
[2999]124                   uniform float3 bl,
[3004]125                   uniform float3 br,
126                   uniform float3 tl,
127                   uniform float3 tr)
128{
129        pixel pix;
130
131        // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
132        pix.col = glstate.material.diffuse + glstate.material.emission;
133
134        pix.norm.xyz = IN.normal;
135       
136        // store projection coordinates with positions (used for ssao)
137        pix.norm.w = IN.mypos.w;
138
139        const float4 projPos = IN.mypos / IN.mypos.w;
140
141        // hack: squeeze some information about the ambient term into the target
142        //pix.col.w = glstate.material.emission.x;
143       
[3009]144        // compute eye linear depth and scale with lenght to avoid sqr root in pixel shader
[3004]145        float2 screenCoord = projPos.xy * 0.5f + 0.5f;
146        const float magView = length(Interpol(screenCoord, bl, br, tl, tr));
[3016]147        pix.col.w = length(eyePos - IN.worldPos.xyz)  / magView;
[3004]148
[3009]149#if 0
[3005]150        pix.pos = IN.worldPos.xyz * maxDepth;
151#endif
[3004]152
153        return pix;
[2928]154}
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