1 | struct VS_OUT
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2 | {
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3 | float4 hPosition : POSITION;
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4 | float4 texCoord : TEXCOORD0;
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5 | float4 color : COLOR0;
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6 | };
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7 |
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8 | VS_OUT SpriteVS(float4 position : POSITION,
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9 | float4 texCoord : TEXCOORD0,
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10 | float4 color : COLOR0,
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11 | uniform float4x4 worldView,
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12 | uniform float4x4 Proj,
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13 | uniform float4x4 worldViewProj)
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14 | {
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15 | VS_OUT OUT;
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16 |
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17 | //texCoord.y = 1.0 - texCoord.y;
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18 | float2 offset = texCoord.zw;
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19 | float4 cPosition = mul(worldView, position);
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20 | cPosition.xy += offset;
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21 |
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22 | OUT.hPosition = mul( Proj, cPosition );
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23 | OUT.texCoord = texCoord;
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24 | OUT.color = float4(offset,1,1.0);
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25 |
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26 |
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27 | return OUT;
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28 | }
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29 |
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30 |
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31 | float4 SpritePS(VS_OUT IN ,
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32 | uniform sampler2D colorTexture : register(s0)):COLOR
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33 | {
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34 |
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35 | return tex2D( colorTexture, IN.texCoord.xy) * IN.color;
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36 | }
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37 |
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38 |
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39 |
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40 |
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41 |
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42 |
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43 | //////////-----------------------------------------
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44 |
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45 |
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46 | float farplane = 1000.0; //far plane
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47 | float nearplane = 0.1; //far plane
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48 | float width = 800;
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49 | float height = 600;
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50 |
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51 | struct SBB_VS_OUT
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52 | {
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53 | float4 hPosition : POSITION;
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54 | float4 texCoord : TEXCOORD0;
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55 | float3 P : TEXCOORD1;
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56 | float3 Q : TEXCOORD2;
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57 | float r : TEXCOORD3;
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58 | float2 screenCoord : TEXCOORD4;
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59 | float4 color : COLOR0;
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60 | };
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61 |
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62 | SBB_VS_OUT SBB_SpriteVS (float4 position : POSITION,
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63 | float4 texCoord : TEXCOORD0,
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64 | float4 color : COLOR,
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65 | uniform float4x4 worldView,
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66 | uniform float4x4 Proj,
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67 | uniform float4x4 worldViewProj)
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68 | {
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69 | SBB_VS_OUT OUT;
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70 |
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71 | float2 offset = texCoord.zw;
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72 | float4 cPosition;
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73 | float4 wPosition = position;
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74 | cPosition = mul(worldView, wPosition);
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75 | OUT.P = cPosition.xyz;
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76 | OUT.P.z = - 1 * OUT.P.z;
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77 | cPosition.xy += offset;
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78 | OUT.Q = cPosition.xyz;
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79 | OUT.Q.z = OUT.P.z;
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80 | OUT.r = abs(texCoord.z);
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81 |
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82 | /*texCoord.y = 1.0 - texCoord.y;
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83 | float2 offset = texCoord.xy * 2.0 - 1.0;
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84 | float4 cPosition = mul(worldView, position);
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85 | OUT.P = cPosition.xyz;
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86 | OUT.P.z = - 1 * OUT.P.z; // - texCoord.w;
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87 | cPosition.xy += offset * texCoord.w;
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88 | OUT.Q = cPosition.xyz;
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89 | OUT.Q.z = OUT.P.z;
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90 | OUT.r = texCoord.w;*/
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91 |
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92 | OUT.hPosition = mul( Proj, cPosition );
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93 | OUT.screenCoord = (OUT.hPosition.xy / OUT.hPosition.w + 1.0) / 2.0;
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94 | OUT.screenCoord.y = 1.0 - OUT.screenCoord.y;
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95 | OUT.screenCoord += float2(0.5/width, 0.5/height);
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96 |
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97 | OUT.texCoord = texCoord;
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98 | OUT.color = color;
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99 |
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100 |
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101 | return OUT;
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102 | }
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103 |
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104 |
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105 | float4 SBB_SpritePS(SBB_VS_OUT IN ,
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106 | // in screenCoord : VPOS,
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107 | uniform sampler2D colorTexture : register(s0),
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108 | uniform sampler2D DepthMap : register(s1)
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109 | ,uniform sampler2D PlanckMap : register(s2),
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110 | uniform sampler2D gradTex : register(s3)
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111 | ) : COLOR
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112 | {
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113 | float4 Color = IN.color;
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114 | float alpha = 0;
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115 |
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116 |
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117 | float d = length( IN.Q - IN.P );
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118 | float Zs;
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119 |
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120 | if( d < IN.r )
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121 | {
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122 | float w = sqrt( IN.r * IN.r - d * d );
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123 | alpha = w / IN.r;
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124 | //alpha *= pow( (IN.r-d) / IN.r , 2);
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125 |
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126 | float F = IN.Q.z - w;
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127 | float B = IN.Q.z + w;
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128 |
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129 | Zs = tex2D( DepthMap, IN.screenCoord ).r;
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130 | if(Zs == 0) Zs = farplane;
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131 | float ds = min( Zs, B ) - max( nearplane, F );
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132 |
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133 | alpha *= ds / w * 0.5;
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134 | }
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135 |
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136 | Color.a = saturate(alpha) * tex2D( colorTexture, IN.texCoord.xy).r ;
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137 | Color.a *= IN.color.a;
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138 | Color.rgb = tex2D( PlanckMap, Color.aa).rgb;
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139 | Color.a *= tex2D(gradTex, IN.texCoord.xy).r;
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140 |
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141 |
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142 | return Color;
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143 | }
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144 |
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145 |
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