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#include "shaderCommon.h"
cbuffer constBuf : register(b0)
{
DiffuseShaderConst 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 diffuseGS(point DiffuseVertexOut input[1], inout TriangleStream<DiffuseGeometryOut> triStream)
{
float4 ndcPos = input[0].ndcPos;
// frustrum culling
const float ndcBound = 1.0;
if (ndcPos.x < -ndcBound) return;
if (ndcPos.x > ndcBound) return;
if (ndcPos.y < -ndcBound) return;
if (ndcPos.y > ndcBound) return;
float pointScale = gParams.diffuseScale;
float velocityScale = 1.0;
float3 v = input[0].viewVel.xyz;
float3 p = input[0].viewPos.xyz;
// billboard in eye space
float3 u = float3(0.0, pointScale, 0.0);
float3 l = float3(pointScale, 0.0, 0.0);
// increase size based on life
float lifeTime = input[0].worldPos.w;
float lifeFade = lerp(1.0f + gParams.diffusion, 1.0, min(1.0, lifeTime*0.25f));
u *= lifeFade;
l *= lifeFade;
float fade = 1.0/(lifeFade*lifeFade);
float vlen = length(v)*gParams.motionBlurScale;
if (vlen > 0.5)
{
float len = max(pointScale, vlen*0.016);
fade = min(1.0, 2.0/(len/pointScale));
u = normalize(v)*max(pointScale, vlen*0.016); // assume 60hz
l = normalize(cross(u, float3(0.0, 0.0, -1.0)))*pointScale;
}
{
DiffuseGeometryOut output;
output.worldPos = input[0].worldPos; // vertex world pos (life in w)
output.viewPos = input[0].viewPos; // vertex eye pos
output.viewVel.xyz = input[0].viewVel.xyz; // vertex velocity in view space
output.viewVel.w = fade;
output.lightDir = mul(gParams.modelView, float4(gParams.lightDir, 0.0));
output.color = input[0].color;
output.uv = float4(0.0, 1.0, 0.0, 0.0);
output.clipPos = mul(gParams.projection, float4(p + u - l, 1.0));
triStream.Append(output);
output.uv = float4(0.0, 0.0, 0.0, 0.0);
output.clipPos = mul(gParams.projection, float4(p - u - l, 1.0));
triStream.Append(output);
output.uv = float4(1.0, 1.0, 0.0, 0.0);
output.clipPos = mul(gParams.projection, float4(p + u + l, 1.0));
triStream.Append(output);
output.uv = float4(1.0, 0.0, 0.0, 0.0);
output.clipPos = mul(gParams.projection, float4(p - u + l, 1.0));
triStream.Append(output);
}
}
#if 0
const char *geometryDiffuseShader =
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
STRINGIFY(
uniform float pointScale; // point size in world space
uniform float motionBlurScale;
uniform float diffusion;
uniform vec3 lightDir;
void main()
{
vec4 ndcPos = gl_TexCoordIn[0][5];
// frustrum culling
const float ndcBound = 1.0;
if (ndcPos.x < -ndcBound) return;
if (ndcPos.x > ndcBound) return;
if (ndcPos.y < -ndcBound) return;
if (ndcPos.y > ndcBound) return;
float velocityScale = 1.0;
vec3 v = gl_TexCoordIn[0][3].xyz*velocityScale;
vec3 p = gl_TexCoordIn[0][2].xyz;
// billboard in eye space
vec3 u = vec3(0.0, pointScale, 0.0);
vec3 l = vec3(pointScale, 0.0, 0.0);
// increase size based on life
float lifeFade = mix(1.0f+diffusion, 1.0, min(1.0, gl_TexCoordIn[0][1].w*0.25f));
u *= lifeFade;
l *= lifeFade;
//lifeFade = 1.0;
float fade = 1.0/(lifeFade*lifeFade);
float vlen = length(v)*motionBlurScale;
if (vlen > 0.5)
{
float len = max(pointScale, vlen*0.016);
fade = min(1.0, 2.0/(len/pointScale));
u = normalize(v)*max(pointScale, vlen*0.016); // assume 60hz
l = normalize(cross(u, vec3(0.0, 0.0, -1.0)))*pointScale;
}
{
gl_TexCoord[1] = gl_TexCoordIn[0][1]; // vertex world pos (life in w)
gl_TexCoord[2] = gl_TexCoordIn[0][2]; // vertex eye pos
gl_TexCoord[3] = gl_TexCoordIn[0][3]; // vertex velocity in view space
gl_TexCoord[3].w = fade;
gl_TexCoord[4] = gl_ModelViewMatrix*vec4(lightDir, 0.0);
gl_TexCoord[4].w = gl_TexCoordIn[0][3].w; // attenuation
gl_TexCoord[5].xyzw = gl_TexCoordIn[0][4].xyzw; // color
float zbias = 0.0f;//0.00125*2.0;
gl_TexCoord[0] = vec4(0.0, 1.0, 0.0, 0.0);
gl_Position = gl_ProjectionMatrix * vec4(p + u - l, 1.0);
gl_Position.z -= zbias;
EmitVertex();
gl_TexCoord[0] = vec4(0.0, 0.0, 0.0, 0.0);
gl_Position = gl_ProjectionMatrix * vec4(p - u - l, 1.0);
gl_Position.z -= zbias;
EmitVertex();
gl_TexCoord[0] = vec4(1.0, 1.0, 0.0, 0.0);
gl_Position = gl_ProjectionMatrix * vec4(p + u + l, 1.0);
gl_Position.z -= zbias;
EmitVertex();
gl_TexCoord[0] = vec4(1.0, 0.0, 0.0, 0.0);
gl_Position = gl_ProjectionMatrix * vec4(p - u + l, 1.0);
gl_Position.z -= zbias;
EmitVertex();
}
}
);
#endif
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