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#include "shaderCommon.h"
cbuffer constBuf : register(b0)
{
DiffuseShaderConst gParams;
};
float sqr(float x) { return x * x; }
float4 diffusePS(DiffuseGeometryOut input
//, out float gl_FragDepth : SV_DEPTH
) : SV_TARGET
{
//return float4(1.0f, 0.0f, 0.0f, 1.0f);
float attenuation = 1.0f;
float lifeTime = input.worldPos.w;
float lifeFade = min(1.0, lifeTime*0.125);
float velocityFade = input.viewVel.w;
// calculate normal from texture coordinates
float3 normal;
normal.xy = input.uv.xy*float2(2.0, 2.0) + float2(-1.0, -1.0);
float mag = dot(normal.xy, normal.xy);
// kill pixels outside circle
if (mag > 1.0)
discard;
normal.z = 1.0-mag;
float alpha = lifeFade*velocityFade*sqr(normal.z);
return float4(alpha, alpha, alpha, alpha);
}
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