#define method1 struct VS_OUT { float4 hPosition : POSITION; float4 cPosition : TEXCOORD1; float2 texCoord : TEXCOORD0; float r : TEXCOORD2; float4 center : TEXCOORD3; float4 Color : TEXCOORD4; float2 screenCoord : TEXCOORD5; }; VS_OUT HPS_Smoke_L_Depth_VS (float4 position : POSITION, float4 texCoord : TEXCOORD0, float4 Color: COLOR0, uniform float baseRadius, uniform float4x4 worldView, uniform float4x4 Proj, uniform float4x4 worldViewProj) { VS_OUT OUT; //texCoord.z = normalize(texCoord.z); //texCoord.w = normalize(texCoord.w); float2 offset = texCoord.zw * baseRadius; OUT.r = abs(offset.x); float4 cPosition; cPosition = mul(worldView, position); OUT.center = cPosition; cPosition.xy += offset; OUT.cPosition = cPosition; OUT.cPosition.z *= -1; //OUT.cPosition.z = OUT.cPosition.z - OUT.r; OUT.hPosition = mul( Proj, cPosition ); float4 sPosition = OUT.hPosition / OUT.hPosition.w; OUT.screenCoord = (sPosition.xy + float2(1, 1)) / 2.0; OUT.screenCoord.y = 1.0 - OUT.screenCoord.y; OUT.texCoord = texCoord.xy; OUT.Color = Color; return OUT; } float4 HPS_Smoke_L_Depth_PS(VS_OUT IN, uniform float4x4 Proj, uniform sampler2D Texture : register(s0), uniform sampler2D depthTexture : register(s1), uniform float farplane, uniform float width = 800, uniform float height = 600 ) : COLOR { float4 Color = 0; float4 impostor = tex2D(Texture, IN.texCoord); float f = 1.0 - impostor.g; float b = impostor.r; float alpha = 0; if(b == 0) discard; float2 halfpixel = float2(1.0 / width, 1.0 / height); IN.screenCoord += halfpixel; float sceneDepth = tex2D(depthTexture, IN.screenCoord).r; if(sceneDepth == 0) //discard; sceneDepth = farplane; float size = 2.0 * IN.r; float frontDepth = IN.cPosition.z + size * (f - 0.5); float backDepth = IN.cPosition.z + size * (b - 0.5); alpha = (sceneDepth - frontDepth) / (backDepth - frontDepth); alpha = saturate(alpha) * impostor.a; //Color = float4(Color.g, 0, 0, 1); Color = float4(1, 1, 1, alpha) * IN.Color; //Color = float4(b - 0.5, 0, 0, 1); //Color = sceneDepth / farplane; //Color = 1; return Color; } struct VS_OUT_ILLUM { float4 hPosition : POSITION; float4 cPosition : TEXCOORD1; float2 texCoord : TEXCOORD0; float r : TEXCOORD2; float4 center : TEXCOORD3; float4 Color : TEXCOORD4; float2 screenCoord : TEXCOORD5; float4 lightCoord : TEXCOORD6; }; VS_OUT_ILLUM HPS_Smoke_L_Depth_Illum_VS (float4 position : POSITION, float4 texCoord : TEXCOORD0, float4 Color: COLOR0, uniform float width, uniform float height, uniform float baseRadius, uniform float4x4 worldView, uniform float4x4 worldViewInv, uniform float4x4 lightViewProj, uniform float4x4 Proj, uniform float4x4 worldViewProj) { VS_OUT_ILLUM OUT; //texCoord.z = normalize(texCoord.z); //texCoord.w = normalize(texCoord.w); float2 offset = texCoord.zw * baseRadius; OUT.r = abs(offset.x); float4 cPosition; cPosition = mul(worldView, position); OUT.center = cPosition; cPosition.xy += offset; OUT.cPosition = cPosition; OUT.cPosition.z *= -1; //OUT.cPosition.z = OUT.cPosition.z - OUT.r; OUT.hPosition = mul( Proj, cPosition ); float4 sPosition = OUT.hPosition / OUT.hPosition.w; OUT.screenCoord = (sPosition.xy + float2(1, 1)) / 2.0; OUT.screenCoord.y = 1.0 - OUT.screenCoord.y; float2 halfpixel = float2(1.0 / width, 1.0 / height); OUT.screenCoord += halfpixel; OUT.texCoord = texCoord.xy; OUT.Color = Color; float4 wPosition = mul(worldViewInv, cPosition); OUT.lightCoord = mul(lightViewProj, wPosition); return OUT; } float ext(float z, sampler2D illumVolume, float2 lightCoord) { float4 extintion = tex2D(illumVolume, lightCoord); float intensities[5]; intensities[0] = 1.0; intensities[1] = extintion.r; intensities[2] = extintion.g; intensities[3] = extintion.b; intensities[4] = extintion.a; z = 4.0 * z; int start = floor(z); return lerp( intensities[start], intensities[start + 1], z - ((float) start)); } float4 HPS_Smoke_L_Depth_Illum_PS(VS_OUT_ILLUM IN, uniform float4x4 Proj, uniform sampler2D Texture : register(s0), uniform sampler2D depthTexture : register(s1), uniform sampler2D illumVolume : register(s2), uniform float farplane ) : COLOR { float4 Color = 0; float4 impostor = tex2D(Texture, IN.texCoord); float f = 1.0 - impostor.g; float b = impostor.r; float alpha = 0; if(b == 0) discard; float sceneDepth = tex2D(depthTexture, IN.screenCoord).r; if(sceneDepth == 0) { alpha = impostor.a; } else { float size = 2.0 * IN.r; float frontDepth = IN.cPosition.z + size * (f - 0.5); float backDepth = IN.cPosition.z + size * (b - 0.5); alpha = (sceneDepth - frontDepth) / (backDepth - frontDepth); alpha = saturate(alpha) * impostor.a; } float2 lightCoord; lightCoord = (IN.lightCoord.xy + float2(1.0, 1.0)) / 2.0; lightCoord.y = 1.0 - lightCoord.y; float z = IN.lightCoord.z / IN.lightCoord.w; #ifdef method1 float4 extintion = tex2D(illumVolume, lightCoord); float intensities[5]; intensities[0] = 1.0; intensities[1] = extintion.r; intensities[2] = extintion.g; intensities[3] = extintion.b; intensities[4] = extintion.a; float3 start; float3 end; float3 temp = 1.0; float t; float4 planes = float4(0.33, 0.5, 0.66, 1); if(z < planes.x) { start = intensities[0]; end = intensities[1]; t = z / planes.x; temp = lerp(start, end, t); } if(z > planes.x && z < planes.y) { start = intensities[1]; end = intensities[2]; t = (z - planes.x) / (planes.y - planes.x); temp = lerp(start, end, t); } if(z > planes.y && z < planes.z) { start = intensities[2]; end = intensities[3]; t = (z - planes.y) / (planes.z - planes.y); temp = lerp(start, end, t); } if(z > planes.z) { start = intensities[3]; end = intensities[4]; t = (z - planes.z) / (planes.a - planes.z); temp = lerp(start, end, t); } IN.Color.rgb *= temp; #else float4 extintion = tex3D(illumVolume, float3(lightCoord, z)); IN.Color.rgb *= extintion; /* float intensities[5]; intensities[0] = 1.0; intensities[1] = extintion.r; intensities[2] = extintion.g; intensities[3] = extintion.b; intensities[4] = extintion.a; z = 4.0 * z; int start = floor(z); float ext = lerp( intensities[start], intensities[start + 1], z - ((float) start)); IN.Color.rgb *= ext;*/ #endif Color = float4(1, 1, 1, alpha) * IN.Color; return Color; }