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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Fog.hlsl"
- #if defined(COMPILEPS) && defined(SOFTPARTICLES)
- #ifndef D3D11
- // D3D9 uniform
- uniform float cSoftParticleFadeScale;
- #else
- // D3D11 constant buffer
- cbuffer CustomPS : register(b6)
- {
- float cSoftParticleFadeScale;
- }
- #endif
- #endif
- void VS(float4 iPos : POSITION,
- #ifndef NOUV
- float2 iTexCoord : TEXCOORD0,
- #endif
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD4,
- #endif
- #if defined(BILLBOARD) || defined(DIRBILLBOARD)
- float2 iSize : TEXCOORD1,
- #endif
- #if defined(DIRBILLBOARD) || defined(TRAILBONE)
- float3 iNormal : NORMAL,
- #endif
- #if defined(TRAILFACECAM) || defined(TRAILBONE)
- float4 iTangent : TANGENT,
- #endif
- out float2 oTexCoord : TEXCOORD0,
- #ifdef SOFTPARTICLES
- out float4 oScreenPos : TEXCOORD1,
- #endif
- out float4 oWorldPos : TEXCOORD2,
- #ifdef VERTEXCOLOR
- out float4 oColor : COLOR0,
- #endif
- #if defined(D3D11) && defined(CLIPPLANE)
- out float oClip : SV_CLIPDISTANCE0,
- #endif
- out float4 oPos : OUTPOSITION)
- {
- // Define a 0,0 UV coord if not expected from the vertex data
- #ifdef NOUV
- float2 iTexCoord = float2(0.0, 0.0);
- #endif
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oTexCoord = GetTexCoord(iTexCoord);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- #if defined(D3D11) && defined(CLIPPLANE)
- oClip = dot(oPos, cClipPlane);
- #endif
- #ifdef SOFTPARTICLES
- oScreenPos = GetScreenPos(oPos);
- #endif
- #ifdef VERTEXCOLOR
- oColor = iColor;
- #endif
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- #ifdef SOFTPARTICLES
- float4 iScreenPos: TEXCOORD1,
- #endif
- float4 iWorldPos: TEXCOORD2,
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #if defined(D3D11) && defined(CLIPPLANE)
- float iClip : SV_CLIPDISTANCE0,
- #endif
- out float4 oColor : OUTCOLOR0)
- {
- // Get material diffuse albedo
- #ifdef DIFFMAP
- float4 diffColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);
- #ifdef ALPHAMASK
- if (diffColor.a < 0.5)
- discard;
- #endif
- #else
- float4 diffColor = cMatDiffColor;
- #endif
- #ifdef VERTEXCOLOR
- diffColor *= iColor;
- #endif
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
- #else
- float fogFactor = GetFogFactor(iWorldPos.w);
- #endif
-
- // Soft particle fade
- // In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
- #ifdef SOFTPARTICLES
- #if defined(EXPAND) && !defined(ADDITIVE)
- if (diffColor.a < 0.01)
- discard;
- #endif
- float particleDepth = iWorldPos.w;
- float depth = Sample2DProj(DepthBuffer, iScreenPos).r;
- #ifdef HWDEPTH
- depth = ReconstructDepth(depth);
- #endif
- #ifdef EXPAND
- float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
- float fade = saturate(diffZ * cSoftParticleFadeScale);
- #else
- float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
- float fade = saturate(1.0 - diffZ * cSoftParticleFadeScale);
- #endif
- #ifndef ADDITIVE
- diffColor.a = max(diffColor.a - fade, 0.0);
- #else
- diffColor.rgb = max(diffColor.rgb - fade, float3(0.0, 0.0, 0.0));
- #endif
- #endif
- oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
- }
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