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 | float4 mypos: TEXCOORD3;
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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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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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29 |
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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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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 norm: COLOR1;
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41 | float3 pos: COLOR2;
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42 | };
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43 |
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44 | #pragma position_invariant vtx
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45 |
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46 | vtxout vtx(vtxin IN,
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47 | const uniform float4x4 ModelViewProj,
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48 | uniform float4x4 ModelView)
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49 | {
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50 | vtxout OUT;
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51 |
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52 | OUT.color = IN.color;
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53 | OUT.texCoord = IN.texCoord;
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54 |
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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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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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59 |
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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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64 | }
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65 |
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66 |
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67 | // bilinear interpolation
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68 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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69 | {
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70 | float3 x1 = lerp(bl, tl, w.y);
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71 | float3 x2 = lerp(br, tr, w.y);
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72 | float3 v = lerp(x1, x2, w.x);
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73 |
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74 | return v;
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75 | }
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76 |
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77 |
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78 | pixel fragtex(fragin IN,
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79 | uniform sampler2D dirtTex,
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80 | uniform float maxDepth,
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81 | uniform sampler2D tex,
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82 | uniform float3 eyePos,
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83 | uniform float3 bl,
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84 | uniform float3 br,
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85 | uniform float3 tl,
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86 | uniform float3 tr
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87 | )
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88 | {
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89 | float4 texColor = tex2D(tex, IN.texCoord.xy);
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90 |
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91 | // account for alpha blending
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92 | if (texColor.w < 0.5f) discard;
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93 |
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94 | pixel pix;
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95 |
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96 | // save color in first render target
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97 | // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
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98 | pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
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99 | // save world space normal in third rt
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100 | pix.norm.xyz = IN.normal;
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101 | // store projection coordinates with positions (used for ssao)
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102 | pix.norm.w = IN.projPos.w;
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103 |
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104 | const float4 projPos = IN.mypos / IN.mypos.w;
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105 |
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106 | // hack: squeeze some information about ambient into the texture
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107 | //pix.col.w = glstate.material.emission.x;
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108 |
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109 | // compute eye linear depth
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110 | const float2 screenCoord = projPos.xy * 0.5f + 0.5f;
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111 | const float magView = length(Interpol(screenCoord, bl, br, tl, tr));
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112 | pix.col.w = length(eyePos - IN.worldPos.xyz) * maxDepth / magView;
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113 |
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114 | #if 0
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115 | // save world position in second render target
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116 | pix.pos = IN.worldPos.xyz * maxDepth;
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117 | #endif
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118 |
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119 | return pix;
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120 | }
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121 |
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122 |
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123 | pixel frag(fragin IN,
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124 | uniform float maxDepth,
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125 | uniform float3 eyePos,
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126 | uniform float3 bl,
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127 | uniform float3 br,
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128 | uniform float3 tl,
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129 | uniform float3 tr)
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130 | {
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131 | pixel pix;
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132 |
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133 | // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
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134 | pix.col = glstate.material.diffuse + glstate.material.emission;
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135 |
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136 | pix.norm.xyz = IN.normal;
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137 |
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138 | // store projection coordinates with positions (used for ssao)
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139 | pix.norm.w = IN.mypos.w;
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140 |
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141 | const float4 projPos = IN.mypos / IN.mypos.w;
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142 |
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143 | // hack: squeeze some information about the ambient term into the target
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144 | //pix.col.w = glstate.material.emission.x;
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145 |
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146 | // compute eye linear depth and scale with lenght to avoid sqr root in pixel shader
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147 | float2 screenCoord = projPos.xy * 0.5f + 0.5f;
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148 | const float magView = length(Interpol(screenCoord, bl, br, tl, tr));
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149 | pix.col.w = length(eyePos - IN.worldPos.xyz) * maxDepth / magView;
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150 |
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151 | #if 0
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152 | pix.pos = IN.worldPos.xyz * maxDepth;
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153 | #endif
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154 |
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155 | return pix;
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156 | } |
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