diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/resources/shaders/pointsprite.hlsl | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/resources/shaders/pointsprite.hlsl')
| -rwxr-xr-x[-rw-r--r--] | samples/resources/shaders/pointsprite.hlsl | 210 |
1 files changed, 105 insertions, 105 deletions
diff --git a/samples/resources/shaders/pointsprite.hlsl b/samples/resources/shaders/pointsprite.hlsl index 2bff194..f80c4ba 100644..100755 --- a/samples/resources/shaders/pointsprite.hlsl +++ b/samples/resources/shaders/pointsprite.hlsl @@ -1,106 +1,106 @@ -#include "common_buffers.hlsl" -#include "lighting.hlsl" - -SamplerState linearSampler : register(s0); -SamplerState pointSampler : register(s1); -Texture2D diffuseTexture : register(t0); -Texture2D<float> depthTexture : register(t1); - -static const float POINT_SIZE = 1.00f; -static const float FADE_DISTANCE = 1.0f; - -struct VS_INPUT -{ - float3 position : POSITION0; - float4 color : COLOR0; - float2 scale : TANGENT; -}; - -struct VS_OUTPUT -{ - float4 position : SV_POSITION; - float4 color : COLOR0; - float2 uv : TEXCOORD0; - float2 screenPos : TEXCOORD1; - float2 depth : TEXCOORD2; - float2 pointSize : PSIZE; -}; - -VS_OUTPUT VS(VS_INPUT iV) -{ - VS_OUTPUT oV; - - float4 worldSpacePos = mul(float4(iV.position, 1.0f), model); - oV.position = mul(worldSpacePos, viewProjection); - - oV.color = iV.color; - oV.uv = float2(0, 0); - - // uncomment to use scale - //oV.pointSize = iV.scale * POINT_SIZE; - oV.pointSize = float2(1, 1) * POINT_SIZE; - - return oV; -} - -static const float4 SPRITE_VERTEX_POSITIONS[4] = -{ - float4( 0.5, -0.5, 0, 0), - float4( 0.5, 0.5, 0, 0), - float4( -0.5, -0.5, 0, 0), - float4( -0.5, 0.5, 0, 0), -}; - -static const float2 SPRITE_VERTEX_TEXCOORDS[4] = -{ - float2(1, 0), - float2(1, 1), - float2(0, 0), - float2(0, 1), -}; - -[maxvertexcount(4)] -void GS( point VS_OUTPUT sprite[1], inout TriangleStream<VS_OUTPUT> triStream ) -{ - VS_OUTPUT v; - - v.color = sprite[0].color; - v.pointSize = sprite[0].pointSize; - - float4 aspectFactor = float4((projection[0][0] / projection[1][1]) * v.pointSize.x, 1.0 * v.pointSize.y, 0, 0); - - [unroll] for(int i = 0; i < 4; ++i) - { - v.position = sprite[0].position + SPRITE_VERTEX_POSITIONS[i] * aspectFactor; - v.screenPos = v.position.xy / v.position.w; - v.depth = v.position.zw; - v.uv = SPRITE_VERTEX_TEXCOORDS[i]; - triStream.Append(v); - } - - triStream.RestartStrip(); -} - -float4 PS(VS_OUTPUT input) : SV_Target0 -{ - // soft particles fade: - float2 screenPos = 0.5*( (input.screenPos) + float2(1,1)); - screenPos.y = 1 - screenPos.y; - - float particleDepth = input.depth.x / input.depth.y; - - float depthSample = depthTexture.Sample(pointSampler, screenPos); - - float4 depthViewSample = mul(float4(input.screenPos, depthSample, 1), projectionInv ); - float4 depthViewParticle = mul(float4(input.screenPos, particleDepth, 1), projectionInv); - - float depthDiff = depthViewSample.z / depthViewSample.w - depthViewParticle.z / depthViewParticle.w; - if( depthDiff < 0 ) - discard; - - float depthFade = saturate( depthDiff / FADE_DISTANCE ); - - float4 textureColor = diffuseTexture.Sample(linearSampler, input.uv) * input.color; - textureColor.a *= depthFade; - return textureColor; +#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState linearSampler : register(s0);
+SamplerState pointSampler : register(s1);
+Texture2D diffuseTexture : register(t0);
+Texture2D<float> depthTexture : register(t1);
+
+static const float POINT_SIZE = 1.00f;
+static const float FADE_DISTANCE = 1.0f;
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float4 color : COLOR0;
+ float2 scale : TANGENT;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 color : COLOR0;
+ float2 uv : TEXCOORD0;
+ float2 screenPos : TEXCOORD1;
+ float2 depth : TEXCOORD2;
+ float2 pointSize : PSIZE;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ oV.position = mul(worldSpacePos, viewProjection);
+
+ oV.color = iV.color;
+ oV.uv = float2(0, 0);
+
+ // uncomment to use scale
+ //oV.pointSize = iV.scale * POINT_SIZE;
+ oV.pointSize = float2(1, 1) * POINT_SIZE;
+
+ return oV;
+}
+
+static const float4 SPRITE_VERTEX_POSITIONS[4] =
+{
+ float4( 0.5, -0.5, 0, 0),
+ float4( 0.5, 0.5, 0, 0),
+ float4( -0.5, -0.5, 0, 0),
+ float4( -0.5, 0.5, 0, 0),
+};
+
+static const float2 SPRITE_VERTEX_TEXCOORDS[4] =
+{
+ float2(1, 0),
+ float2(1, 1),
+ float2(0, 0),
+ float2(0, 1),
+};
+
+[maxvertexcount(4)]
+void GS( point VS_OUTPUT sprite[1], inout TriangleStream<VS_OUTPUT> triStream )
+{
+ VS_OUTPUT v;
+
+ v.color = sprite[0].color;
+ v.pointSize = sprite[0].pointSize;
+
+ float4 aspectFactor = float4((projection[0][0] / projection[1][1]) * v.pointSize.x, 1.0 * v.pointSize.y, 0, 0);
+
+ [unroll] for(int i = 0; i < 4; ++i)
+ {
+ v.position = sprite[0].position + SPRITE_VERTEX_POSITIONS[i] * aspectFactor;
+ v.screenPos = v.position.xy / v.position.w;
+ v.depth = v.position.zw;
+ v.uv = SPRITE_VERTEX_TEXCOORDS[i];
+ triStream.Append(v);
+ }
+
+ triStream.RestartStrip();
+}
+
+float4 PS(VS_OUTPUT input) : SV_Target0
+{
+ // soft particles fade:
+ float2 screenPos = 0.5*( (input.screenPos) + float2(1,1));
+ screenPos.y = 1 - screenPos.y;
+
+ float particleDepth = input.depth.x / input.depth.y;
+
+ float depthSample = depthTexture.Sample(pointSampler, screenPos);
+
+ float4 depthViewSample = mul(float4(input.screenPos, depthSample, 1), projectionInv );
+ float4 depthViewParticle = mul(float4(input.screenPos, particleDepth, 1), projectionInv);
+
+ float depthDiff = depthViewSample.z / depthViewSample.w - depthViewParticle.z / depthViewParticle.w;
+ if( depthDiff < 0 )
+ discard;
+
+ float depthFade = saturate( depthDiff / FADE_DISTANCE );
+
+ float4 textureColor = diffuseTexture.Sample(linearSampler, input.uv) * input.color;
+ textureColor.a *= depthFade;
+ return textureColor;
}
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