From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- samples/resources/shaders/pointsprite.hlsl | 210 ++++++++++++++--------------- 1 file changed, 105 insertions(+), 105 deletions(-) mode change 100644 => 100755 samples/resources/shaders/pointsprite.hlsl (limited to 'samples/resources/shaders/pointsprite.hlsl') diff --git a/samples/resources/shaders/pointsprite.hlsl b/samples/resources/shaders/pointsprite.hlsl old mode 100644 new mode 100755 index 2bff194..f80c4ba --- 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 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 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 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 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; } \ No newline at end of file -- cgit v1.2.3