// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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); float4 eyeSpacePos = mul(worldSpacePos, view); oV.position = mul(eyeSpacePos, projection); 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; }