[1049] | 1 |
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| 2 | float farplane = 1000.0; //far plane
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| 3 | float nearplane = 0.1; //far plane
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| 4 | float width = 800;
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| 5 | float height = 600;
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| 6 |
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| 7 | struct SBB_VS_OUT
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| 8 | {
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| 9 | float4 hPosition : POSITION;
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| 10 | float4 texCoord : TEXCOORD0;
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| 11 | float3 P : TEXCOORD1;
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| 12 | float3 Q : TEXCOORD2;
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| 13 | float r : TEXCOORD3;
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| 14 | float2 screenCoord : TEXCOORD4;
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| 15 | float4 color : COLOR0;
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| 16 | };
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| 17 |
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| 18 | SBB_VS_OUT FireVS (float4 position : POSITION,
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| 19 | float4 texCoord : TEXCOORD0,
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| 20 | float4 color : COLOR,
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| 21 | uniform float4x4 worldView,
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| 22 | uniform float4x4 Proj,
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| 23 | uniform float4x4 worldViewProj)
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| 24 | {
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| 25 | SBB_VS_OUT OUT;
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| 26 |
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| 27 | float2 offset = texCoord.zw;
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| 28 | float4 cPosition;
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| 29 | float4 wPosition = position;
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| 30 | cPosition = mul(worldView, wPosition);
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| 31 | OUT.P = cPosition.xyz;
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| 32 | OUT.P.z = - 1 * OUT.P.z;
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| 33 | cPosition.xy += offset;
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| 34 | OUT.Q = cPosition.xyz;
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| 35 | OUT.Q.z = OUT.P.z;
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| 36 | OUT.r = abs(texCoord.z);
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| 37 |
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| 38 | /*texCoord.y = 1.0 - texCoord.y;
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| 39 | float2 offset = texCoord.xy * 2.0 - 1.0;
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| 40 | float4 cPosition = mul(worldView, position);
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| 41 | OUT.P = cPosition.xyz;
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| 42 | OUT.P.z = - 1 * OUT.P.z; // - texCoord.w;
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| 43 | cPosition.xy += offset * texCoord.w;
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| 44 | OUT.Q = cPosition.xyz;
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| 45 | OUT.Q.z = OUT.P.z;
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| 46 | OUT.r = texCoord.w;*/
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| 47 |
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| 48 | OUT.hPosition = mul( Proj, cPosition );
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| 49 | OUT.screenCoord = (OUT.hPosition.xy / OUT.hPosition.w + 1.0) / 2.0;
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| 50 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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| 51 | OUT.screenCoord += float2(0.5/width, 0.5/height);
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| 52 |
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| 53 | OUT.texCoord = texCoord;
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| 54 | OUT.color = color;
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| 55 |
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| 56 |
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| 57 | return OUT;
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| 58 | }
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| 59 |
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| 60 |
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| 61 | void FirePS(SBB_VS_OUT IN ,
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| 62 | // in screenCoord : VPOS,
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| 63 | uniform sampler2D colorTexture : register(s0),
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| 64 | uniform sampler2D DepthMap : register(s1)
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| 65 | ,uniform sampler2D PlanckMap : register(s2),
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| 66 | uniform sampler2D gradTex : register(s3),
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| 67 | uniform sampler2D heatTex : register(s4),
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| 68 | out float4 Color : COLOR0,
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| 69 | out float4 Heat: COLOR1)
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| 70 | {
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| 71 | Color = IN.color;
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| 72 | float alpha = 0;
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| 73 |
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| 74 |
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| 75 | float d = length( IN.Q - IN.P );
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| 76 | float Zs;
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| 77 |
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| 78 | if( d < IN.r )
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| 79 | {
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| 80 | float w = sqrt( IN.r * IN.r - d * d );
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| 81 | alpha = w / IN.r;
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| 82 | //alpha *= pow( (IN.r-d) / IN.r , 2);
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| 83 |
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| 84 | float F = IN.Q.z - w;
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| 85 | float B = IN.Q.z + w;
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| 86 |
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| 87 | Zs = tex2D( DepthMap, IN.screenCoord ).r;
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| 88 | if(Zs == 0) Zs = farplane;
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| 89 | float ds = min( Zs, B ) - max( nearplane, F );
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| 90 |
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| 91 | alpha *= ds / w * 0.5;
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| 92 | }
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| 93 |
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| 94 | alpha = saturate(alpha);
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| 95 | Color.a = alpha * tex2D( colorTexture, IN.texCoord.xy).r ;
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| 96 | Color.a *= IN.color.a;
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| 97 | Color.rgb = tex2D( PlanckMap, Color.aa).rgb;
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| 98 | float grad = tex2D(gradTex, IN.texCoord.xy).r;
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| 99 | Color.a *= grad;
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| 100 |
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| 101 | Heat = float4(0,0,0,0.5);
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| 102 | Heat.rg = (tex2D(heatTex, IN.texCoord.xy).rg * 2.0 - 1.0) * grad * alpha * IN.color.a;
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| 103 |
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| 104 | }
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| 105 |
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| 106 | struct VS_OUT
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| 107 | {
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| 108 | float4 hPosition : POSITION;
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| 109 | float2 texCoord : TEXCOORD0;
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| 110 | };
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| 111 |
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| 112 |
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| 113 | float4 FireHeatCompositorPS(VS_OUT IN,
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| 114 | uniform float width,
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| 115 | uniform float height,
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| 116 | uniform sampler2D Scene: register(s0)
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| 117 | ,uniform sampler2D FireColor: register(s1)
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| 118 | ,uniform sampler2D FireHeatNoise: register(s2)
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| 119 | ):COLOR
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| 120 | {
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| 121 | float maxOffset = 0.035;
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| 122 | float4 Color = 1;
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| 123 |
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| 124 | float2 offset = tex2D(FireHeatNoise,IN.texCoord ).rg;
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| 125 |
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| 126 | offset *= maxOffset;
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| 127 | float2 newTex = IN.texCoord + offset;
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| 128 | float4 SceneSample = tex2D(Scene, newTex );
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| 129 | float4 FireSample = tex2D(FireColor, newTex );
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| 130 |
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| 131 | Color = SceneSample + FireSample;// + float4(offset,1,1);
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| 132 |
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| 133 | return Color;
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| 134 | }
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| 135 |
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