[1049] | 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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