1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | |
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3 | void main(in float4 posin : POSITION, |
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4 | in float4 colin : COLOR0, |
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5 | out float psize : PSIZE, |
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6 | out float4 posout : POSITION, |
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7 | out float4 colout : COLOR0, |
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8 | uniform float atten, |
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9 | /*uniform sampler2D normal,*/ |
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10 | uniform float4 posoffset, |
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11 | uniform float4 basepos, |
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12 | uniform float4 scale, |
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13 | uniform float4x4 modelview, |
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14 | uniform float4x4 projection) |
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15 | { |
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16 | float4 vec, homeye, eye; |
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17 | vec.xyz = posin.xyz; |
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18 | vec.w = 1.0; |
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19 | homeye = mul(modelview, vec); |
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20 | posout = mul(projection, homeye); |
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21 | |
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22 | float4 p = mul(modelview, vec); |
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23 | //psize = scale.x *(p.w / -p.z) * 10; |
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24 | |
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25 | //psize = 5 * scale.x; |
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26 | //psize = 2 * p.w / -p.z; |
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27 | //colout = float4(colin.xyz,0.1); |
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28 | |
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29 | // float tmp = posin.w * rsqrt(dot(eye.xyz, eye.xyz)); |
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30 | // psize = scale.x * max(tmp, 1.0); |
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31 | psize = 10 * p.w / -p.z; |
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32 | |
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33 | colout = float4(colin.xyz, colin.w * 0.25); |
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34 | /* |
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35 | float4 vec, homeye, eye; |
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36 | float tmp; |
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37 | |
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38 | vec.xyz = posin.xyz;//(posin.xyz + posoffset.www) * basepos.www + basepos.xyz; |
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39 | vec.w = 1.0; |
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40 | |
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41 | homeye = mul(modelview, vec); |
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42 | posout = mul(projection, homeye); |
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43 | |
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44 | //eye = homeye / homeye.w; |
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45 | |
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46 | //tmp = posin.w * basepos.w * scale.w * rsqrt(atten * dot(eye.xyz, eye.xyz)); |
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47 | |
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48 | //psize = scale.x * max(tmp, 1.0); |
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49 | //tmp = min(tmp, 1.0); |
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50 | //colout = colin; |
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51 | //tmp = colin.w * scale.z * tmp * tmp; |
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52 | //colout.w = max(tmp, 4.0/256); |
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53 | |
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54 | psize = 5.0; |
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55 | |
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56 | colout = float4(0.0, 0.0, 1.0, 0.1); |
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57 | */ |
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58 | } |
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