88 lines
3.1 KiB
Plaintext
88 lines
3.1 KiB
Plaintext
{
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parms {
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stageSort sortEmitOnly
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exposure exposure * glarePreScale
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}
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state {
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blend GL_SRC_ALPHA GL_ONE
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depthmask
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alphamask
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twosided
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}
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hlsl_vp {
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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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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/foliage does not appear to cause any artifacts
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const float fogVal = saturate( exp2( fogTerm ) );
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// create thickness based on alpha scale
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float thickness = ( ( 1.0 - alphascale ) * 127.0 ) / eyeDist;
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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 = alphascale;
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// Anim Cross-fade information
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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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result.texcoord2.x = vertex.normal.x * 10.0 + 1.0;
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result.texcoord2.y = vertex.normal.y * 10.0 + 1.0;
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result.texcoord2.z = 1.0 - vertex.normal.z;
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result.texcoord2.w = vertex.normal.w;
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// adding half of the alpha scale to create a fake thickness to the particle
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// makes particles that are flat against surfaces show up much better, result: need fewer particles.
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result.position.z -= thickness;
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#ifdef XBOX
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result.texcoord3 = result.position;
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#endif
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// foliage fading based on distance to viewer is stored in vertex.color.w
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// fade particles based on distance to near clip and thickness
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float particleFade = saturate( abs( eyeDist ) / ( ( 1.0 - alphascale ) * 127.0 ) );
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float f = vertex.tangent.x; // foliage or static model flag (ie, don't apply particle fading)
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float fade = f + ( 1.0 - f ) * particleFade;
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result.color = swizzleColor( vertex.color ) * fade;
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}
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hlsl_fp {
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#ifdef XBOX
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float interpolatedZOverW = fragment.texcoord3.z / fragment.texcoord3.w;
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#else
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float interpolatedZOverW = fragment.position.z;
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#endif
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float2 tc = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
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float scale = ComputeSoftParticleScale( $viewDepthMap, tc, interpolatedZOverW, fragment.texcoord0.w );
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half4 final = ComputeAnimCrossFadeColor( $transMap, fragment.texcoord0.xy, fragment.texcoord1.xy, fragment.texcoord1.z );
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final.xyz = _float3( 1.0 ) - ( _float3( 1.0 ) - final.xyz ) * _float3( fragment.texcoord2.z );
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final.xyz *= _float3( fragment.texcoord2.x );
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final.w = saturate( final.w - ( 1.0 - scale ) );
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//final.w *= scale;
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final.w *= fragment.texcoord2.y;
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final *= fragment.color;
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final.xyz -= _float3( 1.0 );
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// apply global fog
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half fogVal = fragment.texcoord0.z;
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final.xyz *= fogVal;
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result.color = final;
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//result.color = float4(1,0,1,1);
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}
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} |