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#include "shaderCommon.h"
cbuffer constBuf : register(b0)
{
PointShaderConst gParams;
};
static const float2 corners[4] =
{
float2(0.0, 1.0), float2(0.0, 0.0), float2(1.0, 1.0), float2(1.0, 0.0)
};
[maxvertexcount(4)]
void pointGS(point PointVertexOut input[1], inout TriangleStream<PointGeoOut> triStream)
{
const float4x4 modelViewMatrix = gParams.modelView;
const float pointRadius = gParams.pointRadius;
const float pointScale = gParams.pointScale;
const float4x4 lightTransform = gParams.lightTransform;
const float3 lightDir = gParams.lightDir.xyz;
const int mode = gParams.mode;
const float4 viewPosition = input[0].viewPosition;
const float density = input[0].density;
const unsigned int phase = input[0].phase;
const float4 modelPosition = input[0].modelPosition;
//float spriteSize = (pointRadius / viewPos.z);
const float spriteSize = pointRadius * 2;
PointGeoOut output;
for (int i = 0; i < 4; ++i)
{
const float2 corner = corners[i];
float4 eyePos = viewPosition; // start with point position
eyePos.xy += spriteSize * (corner - float2(0.5, 0.5)); // add corner position
output.position = mul(gParams.projection, eyePos); // complete transformation
// use corner as texCoord, flip the y component of uv (glsl to hlsl conversion)
output.texCoord = float2(corner.x, 1.0f - corner.y);
output.lightOffsetPosition = mul(lightTransform, float4(modelPosition.xyz - lightDir * pointRadius * 2.0, 1.0));
output.viewLightDir = mul(modelViewMatrix, float4(lightDir, 0.0)).xyz;
if (mode == 1)
{
// density visualization
if (density < 0.0f)
output.reflectance = float4(lerp(float3(0.1, 0.1, 1.0), float3(0.1, 1.0, 1.0), -density), 0);
else
output.reflectance = float4(lerp(float3(1.0, 1.0, 1.0), float3(0.1, 0.2, 1.0), density), 0);
}
else if (mode == 2)
{
//gl_PointSize *= clamp(inPosition.w * 0.25, 0.0f, 1.0);
float tmp = clamp(modelPosition.w * 0.05, 0.0f, 1.0);
output.reflectance = float4(tmp, tmp, tmp, tmp);
}
else
{
output.reflectance = float4(lerp(gParams.colors[phase % 8].xyz * 2.0, float3(1.0, 1.0, 1.0), 0.1), 0);
}
output.modelPosition= modelPosition.xyz;
output.viewPosition = viewPosition.xyz;
triStream.Append(output);
}
}
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