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 color: COLOR0;
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26 | float4 position: POSITION; // eye space
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27 | float4 texCoord: TEXCOORD0;
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28 |
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29 | float4 winPos: WPOS;
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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 | float3 norm: COLOR1;
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39 | float3 pos: COLOR2;
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40 | };
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41 |
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42 | #pragma position_invariant vtx
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43 |
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44 | vtxout vtx(vtxin IN,
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45 | const uniform float4x4 ModelViewProj,
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46 | uniform float4x4 ModelView)
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47 | {
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48 | vtxout OUT;
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49 |
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50 | OUT.color = IN.color;
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51 | OUT.texCoord = IN.texCoord;
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52 |
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53 | //OUT.worldPos = mul(glstate.matrix.inverse.projection, OUT.position);
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54 | OUT.worldPos = mul(ModelView, IN.position);
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55 | // transform the vertex position into eye space
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56 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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57 |
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58 | OUT.normal = IN.normal;
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59 |
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60 | return OUT;
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61 | }
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62 |
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63 |
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64 | // bilinear interpolation
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65 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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66 | {
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67 | float3 x1 = lerp(bl, tl, w.y);
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68 | float3 x2 = lerp(br, tr, w.y);
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69 | float3 v = lerp(x1, x2, w.x);
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70 |
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71 | return v;
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72 | }
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73 |
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74 | //#pragma position_invariant fragtex
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75 |
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76 | pixel fragtex(fragin IN,
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77 | uniform sampler2D dirtTex,
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78 | uniform sampler2D tex,
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79 | uniform float3 eyePos,
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80 | uniform float3 bl,
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81 | uniform float3 br,
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82 | uniform float3 tl,
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83 | uniform float3 tr
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84 | )
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85 | {
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86 | float4 texColor = tex2D(tex, IN.texCoord.xy);
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87 |
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88 | // account for alpha blending
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89 | if (texColor.w < 0.5f) discard;
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90 |
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91 | pixel pix;
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92 |
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93 | // save color in first render target
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94 | // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
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95 | pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
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96 | // save world space normal in rt
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97 | pix.norm = IN.normal;
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98 |
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99 | // hack: squeeze some information about ambient into the texture
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100 | //pix.col.w = glstate.material.emission.x;
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101 |
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102 | // compute eye linear depth
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103 | pix.col.w = length(eyePos - IN.worldPos.xyz);
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104 |
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105 | return pix;
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106 | }
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107 |
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108 |
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109 | pixel frag(fragin IN,
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110 | uniform float3 eyePos,
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111 | uniform float3 bl,
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112 | uniform float3 br,
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113 | uniform float3 tl,
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114 | uniform float3 tr)
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115 | {
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116 | pixel pix;
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117 |
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118 | // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
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119 | pix.col = glstate.material.diffuse + glstate.material.emission;
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120 |
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121 | pix.norm = IN.normal;
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122 |
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123 | // hack: squeeze some information about the ambient term into the target
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124 | //pix.col.w = glstate.material.emission.x;
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125 | pix.col.w = length(eyePos - IN.worldPos.xyz);
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126 |
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127 | return pix;
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128 | } |
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