36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
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result.position.x = dot4( vertex.position, $mvpMatrixX );
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result.position.y = dot4( vertex.position, $mvpMatrixY );
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result.position.z = dot4( vertex.position, $mvpMatrixZ );
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result.position.w = dot4( vertex.position, $mvpMatrixW );
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const float eyeDist = result.position.w;
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const float frameFrac = vertex.tangent.z;
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const float alphascale = vertex.tangent.w;
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// fade particle based on distance to near clip
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float fade = saturate( abs( eyeDist ) * $particleFade.x );
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const float fogTerm = -( clamp( eyeDist - $fogStart.x, 0.0, $fogEnd.x ) * $fogScale.x );
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// moving the fogVal calculation to the vert shader for particles does not appear to cause any artifacts
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const float fogVal = saturate( exp2( fogTerm ) );
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// Convert back from 16 bit vertex elements.
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result.texcoord0.xy = vertex.texcoord0.xy * $particleStScaleBias.x + $particleStScaleBias.y;
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result.texcoord0.z = fogVal;
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result.texcoord0.w = 0.0;
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#ifndef VP_SINGLETEXCOORD
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// Convert back from 16 bit vertex elements.
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result.texcoord1.xy = vertex.texcoord1.xy * $particleStScaleBias.x + $particleStScaleBias.y;
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result.texcoord1.z = frameFrac;
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result.texcoord1.w = 0.0;
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#endif
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#ifdef VP_UNITTEXCOORD
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result.texcoord2.xy = vertex.tangent.xy;
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result.texcoord2.zw = vertex.tangent.xy;
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#endif
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float4 vertColor = swizzleColor( vertex.color );
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