Revision 2813,
1.3 KB
checked in by mattausch, 16 years ago
(diff) |
ssao working ok
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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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18 | float3 normal: TEXCOORD2; |
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19 | }; |
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20 | |
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21 | |
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22 | // fragment input |
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23 | struct fragin |
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24 | { |
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25 | float4 position: POSITION; // eye space |
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26 | float4 texCoord: TEXCOORD0; |
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27 | |
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28 | float4 projPos: WPOS; |
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29 | float4 color: COLOR0; |
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30 | float4 worldPos: TEXCOORD1; // world position |
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31 | float3 normal: TEXCOORD2; |
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32 | }; |
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33 | |
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34 | |
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35 | struct pixel |
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36 | { |
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37 | float4 col: COLOR0; |
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38 | float4 pos: COLOR1; |
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39 | float3 norm: COLOR2; |
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40 | }; |
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41 | |
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42 | |
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43 | vtxout vtx(vtxin IN, uniform float4x4 ModelViewProj) |
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44 | { |
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45 | vtxout OUT; |
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46 | |
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47 | // transform the vertex position into eye space |
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48 | OUT.position = mul(ModelViewProj, IN.position); |
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49 | |
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50 | OUT.color = IN.color; |
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51 | |
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52 | OUT.texCoord = IN.texCoord; |
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53 | OUT.worldPos = IN.position; |
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54 | // eye pos with linear depth |
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55 | //OUT.worldPos = OUT.position; |
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56 | OUT.normal = IN.normal; |
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57 | |
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58 | return OUT; |
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59 | } |
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60 | |
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61 | |
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62 | pixel frag(fragin IN, uniform sampler2D tex, uniform float maxDepth) |
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63 | { |
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64 | pixel pix; |
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65 | |
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66 | pix.col = tex2D(tex, IN.texCoord.xy); |
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67 | pix.pos = IN.worldPos * maxDepth; |
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68 | pix.pos.w = IN.projPos.w; |
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69 | pix.norm = IN.normal; |
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70 | |
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71 | return pix; |
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72 | } |
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