[3004] | 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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[3045] | 5 | float4 normal: NORMAL;
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[3004] | 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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[3041] | 10 |
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[3004] | 11 | // vtx output
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| 12 | struct vtxout
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| 13 | {
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[3041] | 14 | float4 position: POSITION;
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| 15 | float4 texCoord: TEXCOORD0;
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[3004] | 16 |
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[3041] | 17 | float4 color: COLOR0;
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[3117] | 18 | // eye position
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| 19 | float4 eyePos: TEXCOORD1;
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[3045] | 20 | float4 normal: TEXCOORD2;
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[3113] | 21 | float4 worldPos: TEXCOORD3;
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| 22 | float4 oldWorldPos: TEXCOORD4;
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[3004] | 23 | };
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| 24 |
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| 25 |
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| 26 | // fragment input
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| 27 | struct fragin
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| 28 | {
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| 29 | float4 color: COLOR0;
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| 30 | float4 texCoord: TEXCOORD0;
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| 31 |
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[3017] | 32 | float4 winPos: WPOS;
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[3117] | 33 | // eye position
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| 34 | float4 eyePos: TEXCOORD1;
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[3045] | 35 | float4 normal: TEXCOORD2;
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[3113] | 36 | float4 worldPos: TEXCOORD3;
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| 37 | float4 oldWorldPos: TEXCOORD4;
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[3004] | 38 | };
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| 39 |
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| 40 |
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| 41 | struct pixel
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| 42 | {
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[3005] | 43 | float4 col: COLOR0;
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[3017] | 44 | float3 norm: COLOR1;
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[3113] | 45 | float3 offsVec: COLOR2;
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[3004] | 46 | };
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| 47 |
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[3034] | 48 |
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[3092] | 49 | #pragma position_invariant vtx
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[3004] | 50 |
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[3113] | 51 | vtxout vtx(vtxin IN,
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| 52 | uniform float4x4 viewMatrix,
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| 53 | uniform float4x4 modelMatrix,
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| 54 | uniform float4x4 oldModelMatrix)
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[3004] | 55 | {
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| 56 | vtxout OUT;
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| 57 |
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| 58 | OUT.color = IN.color;
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| 59 | OUT.texCoord = IN.texCoord;
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| 60 |
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| 61 | // transform the vertex position into eye space
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[3034] | 62 | OUT.eyePos = mul(glstate.matrix.modelview[0], IN.position);
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| 63 | // transform the vertex position into post projection space
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[3004] | 64 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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[3113] | 65 | // transform the old vertex position into world space
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| 66 | OUT.worldPos = mul(modelMatrix, IN.position);
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| 67 | // transform the old vertex position into world space
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| 68 | OUT.oldWorldPos = mul(oldModelMatrix, IN.position);
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[3118] | 69 | // the normal has to be correctly transformed with the inverse transpose
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| 70 | OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal);
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| 71 |
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[3004] | 72 | return OUT;
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| 73 | }
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| 74 |
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| 75 |
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| 76 | pixel fragtex(fragin IN,
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[3126] | 77 | uniform sampler2D tex: TEXUNIT0,
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[3045] | 78 | uniform float4x4 viewMatrix
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[3004] | 79 | )
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| 80 | {
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| 81 | float4 texColor = tex2D(tex, IN.texCoord.xy);
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| 82 |
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| 83 | // account for alpha blending
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| 84 | if (texColor.w < 0.5f) discard;
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| 85 |
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| 86 | pixel pix;
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| 87 |
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| 88 | // save color in first render target
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| 89 | // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
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| 90 | pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
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[3045] | 91 | // save world space normal in rt => transform back into world space by
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| 92 | // multiplying with inverse view. since transforming normal with T means to
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[3113] | 93 | // multiply with the inverse transpose of T, we multiple with
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| 94 | // Transp(Inv(Inv(view))) = Transp(view)
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| 95 | pix.norm = mul(transpose(viewMatrix), IN.normal).xyz;
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[3041] | 96 | // compute eye linear depth
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| 97 | pix.col.w = length(IN.eyePos.xyz);
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[3113] | 98 |
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[3110] | 99 | // the scene entity id
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[3113] | 100 | //pix.id = glstate.fog.color.xyz;
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| 101 | // the offset to the world pos from old frame
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| 102 | pix.offsVec = IN.oldWorldPos.xyz - IN.worldPos.xyz;
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[3004] | 103 |
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| 104 | return pix;
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| 105 | }
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| 106 |
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| 107 |
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[3046] | 108 | pixel frag(fragin IN, uniform float4x4 viewMatrix)
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[3004] | 109 | {
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| 110 | pixel pix;
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| 111 | // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
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| 112 | pix.col = glstate.material.diffuse + glstate.material.emission;
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[3045] | 113 | // save world space normal in rt => transform back into world space by
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| 114 | // multiplying with inverse view. since transforming normal with T means to
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| 115 | // multiply with the inverse transpose of T, we multiple with Transp(Inv(Inv(view))) = Transp(view)
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[3113] | 116 | pix.norm = mul(transpose(viewMatrix), IN.normal).xyz;
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[3041] | 117 | // eye space depth
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[3034] | 118 | pix.col.w = length(IN.eyePos.xyz);
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[3110] | 119 | // the scene entity id
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[3113] | 120 | //pix.id = glstate.fog.color.xyz;
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| 121 | // the offset to the world pos from old frame
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| 122 | pix.offsVec = IN.oldWorldPos.xyz - IN.worldPos.xyz;
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| 123 |
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[3004] | 124 | return pix;
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[2928] | 125 | } |
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