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//
// 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<float> 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<VS_OUTPUT> 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;
}
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