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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)
{
float4 gl_Position;
float4 gl_TexCoord[6];
{
[unroll]
for (int i = 0; i < 6; i++)
gl_TexCoord[i] = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
const float4x4 gl_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;
float4 viewPos = input[0].position;
float density = input[0].density;
unsigned int phase = input[0].phase;
float4 gl_Vertex = input[0].vertex;
//float gl_PointSize = -pointScale * (pointRadius / viewPos.z);
//float spriteSize = (pointRadius / viewPos.z);
float spriteSize = pointRadius * 2;
PointGeoOut output;
for (int i = 0; i < 4; ++i)
{
float4 eyePos = viewPos; // start with point position
eyePos.xy += spriteSize * (corners[i] - float2(0.5, 0.5)); // add corner position
gl_Position = mul(gParams.projection, eyePos); // complete transformation
gl_TexCoord[0].xy = corners[i].xy; // use corner as texCoord
gl_TexCoord[0].y = 1.0f - gl_TexCoord[0].y; // flip the y component of uv (glsl to hlsl conversion)
gl_TexCoord[1] = mul(lightTransform, float4(gl_Vertex.xyz - lightDir * pointRadius * 2.0, 1.0));
gl_TexCoord[2] = mul(gl_ModelViewMatrix, float4(lightDir, 0.0));
if (mode == 1)
{
// density visualization
if (density < 0.0f)
gl_TexCoord[3].xyz = lerp(float3(0.1, 0.1, 1.0), float3(0.1, 1.0, 1.0), -density);
else
gl_TexCoord[3].xyz = lerp(float3(1.0, 1.0, 1.0), float3(0.1, 0.2, 1.0), density);
}
else if (mode == 2)
{
//gl_PointSize *= clamp(gl_Vertex.w * 0.25, 0.0f, 1.0);
float tmp = clamp(gl_Vertex.w * 0.05, 0.0f, 1.0);
gl_TexCoord[3].xyzw = float4(tmp, tmp, tmp, tmp);
}
else
{
gl_TexCoord[3].xyz = lerp(gParams.colors[phase % 8].xyz * 2.0, float3(1.0, 1.0, 1.0), 0.1);
}
gl_TexCoord[4].xyz = gl_Vertex.xyz;
gl_TexCoord[5].xyz = viewPos.xyz;
output.position = gl_Position;
[unroll]
for (int j = 0; j < 6; j++)
output.texCoord[j] = gl_TexCoord[j];
triStream.Append(output);
}
}
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