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Full Template for ticket #1
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Templates/Full/game/shaders/common/torque.hlsl
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Templates/Full/game/shaders/common/torque.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _TORQUE_HLSL_
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#define _TORQUE_HLSL_
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static float M_HALFPI_F = 1.57079632679489661923f;
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static float M_PI_F = 3.14159265358979323846f;
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static float M_2PI_F = 6.28318530717958647692f;
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/// Calculate fog based on a start and end positions in worldSpace.
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float computeSceneFog( float3 startPos,
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float3 endPos,
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float fogDensity,
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float fogDensityOffset,
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float fogHeightFalloff )
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{
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float f = length( startPos - endPos ) - fogDensityOffset;
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float h = 1.0 - ( endPos.z * fogHeightFalloff );
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return exp( -fogDensity * f * h );
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}
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/// Calculate fog based on a start and end position and a height.
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/// Positions do not need to be in worldSpace but height does.
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float computeSceneFog( float3 startPos,
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float3 endPos,
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float height,
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float fogDensity,
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float fogDensityOffset,
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float fogHeightFalloff )
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{
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float f = length( startPos - endPos ) - fogDensityOffset;
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float h = 1.0 - ( height * fogHeightFalloff );
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return exp( -fogDensity * f * h );
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}
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/// Calculate fog based on a distance, height is not used.
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float computeSceneFog( float dist, float fogDensity, float fogDensityOffset )
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{
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float f = dist - fogDensityOffset;
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return exp( -fogDensity * f );
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}
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/// Convert a float4 uv in viewport space to render target space.
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float2 viewportCoordToRenderTarget( float4 inCoord, float4 rtParams )
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{
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float2 outCoord = inCoord.xy / inCoord.w;
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outCoord = ( outCoord * rtParams.zw ) + rtParams.xy;
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return outCoord;
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}
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/// Convert a float2 uv in viewport space to render target space.
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float2 viewportCoordToRenderTarget( float2 inCoord, float4 rtParams )
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{
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float2 outCoord = ( inCoord * rtParams.zw ) + rtParams.xy;
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return outCoord;
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}
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/// Convert a float4 quaternion into a 3x3 matrix.
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float3x3 quatToMat( float4 quat )
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{
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float xs = quat.x * 2.0f;
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float ys = quat.y * 2.0f;
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float zs = quat.z * 2.0f;
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float wx = quat.w * xs;
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float wy = quat.w * ys;
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float wz = quat.w * zs;
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float xx = quat.x * xs;
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float xy = quat.x * ys;
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float xz = quat.x * zs;
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float yy = quat.y * ys;
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float yz = quat.y * zs;
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float zz = quat.z * zs;
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float3x3 mat;
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mat[0][0] = 1.0f - (yy + zz);
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mat[0][1] = xy - wz;
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mat[0][2] = xz + wy;
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mat[1][0] = xy + wz;
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mat[1][1] = 1.0f - (xx + zz);
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mat[1][2] = yz - wx;
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mat[2][0] = xz - wy;
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mat[2][1] = yz + wx;
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mat[2][2] = 1.0f - (xx + yy);
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return mat;
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}
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/// The number of additional substeps we take when refining
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/// the results of the offset parallax mapping function below.
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///
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/// You should turn down the number of steps if your needing
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/// more performance out of your parallax surfaces. Increasing
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/// the number doesn't yeild much better results and is rarely
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/// worth the additional cost.
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///
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#define PARALLAX_REFINE_STEPS 3
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/// Performs fast parallax offset mapping using
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/// multiple refinement steps.
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///
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/// @param texMap The texture map whos alpha channel we sample the parallax depth.
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/// @param texCoord The incoming texture coordinate for sampling the parallax depth.
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/// @param negViewTS The negative view vector in tangent space.
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/// @param depthScale The parallax factor used to scale the depth result.
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///
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float2 parallaxOffset( sampler2D texMap, float2 texCoord, float3 negViewTS, float depthScale )
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{
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float depth = tex2D( texMap, texCoord ).a;
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float2 offset = negViewTS.xy * ( depth * depthScale );
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for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
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{
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depth = ( depth + tex2D( texMap, texCoord + offset ).a ) * 0.5;
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offset = negViewTS.xy * ( depth * depthScale );
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}
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return offset;
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}
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/// The maximum value for 16bit per component integer HDR encoding.
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static const float HDR_RGB16_MAX = 100.0;
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/// The maximum value for 10bit per component integer HDR encoding.
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static const float HDR_RGB10_MAX = 4.0;
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/// Encodes an HDR color for storage into a target.
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float3 hdrEncode( float3 sample )
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{
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#if defined( TORQUE_HDR_RGB16 )
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return sample / HDR_RGB16_MAX;
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#elif defined( TORQUE_HDR_RGB10 )
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return sample / HDR_RGB10_MAX;
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#else
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// No encoding.
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return sample;
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#endif
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}
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/// Encodes an HDR color for storage into a target.
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float4 hdrEncode( float4 sample )
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{
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return float4( hdrEncode( sample.rgb ), sample.a );
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}
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/// Decodes an HDR color from a target.
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float3 hdrDecode( float3 sample )
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{
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#if defined( TORQUE_HDR_RGB16 )
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return sample * HDR_RGB16_MAX;
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#elif defined( TORQUE_HDR_RGB10 )
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return sample * HDR_RGB10_MAX;
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#else
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// No encoding.
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return sample;
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#endif
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}
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/// Decodes an HDR color from a target.
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float4 hdrDecode( float4 sample )
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{
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return float4( hdrDecode( sample.rgb ), sample.a );
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}
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/// Returns the luminance for an HDR pixel.
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float hdrLuminance( float3 sample )
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{
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// There are quite a few different ways to
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// calculate luminance from an rgb value.
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//
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// If you want to use a different technique
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// then plug it in here.
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//
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////////////////////////////////////////////////////////////////////////////
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//
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// Max component luminance.
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//
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//float lum = max( sample.r, max( sample.g, sample.b ) );
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////////////////////////////////////////////////////////////////////////////
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// The perceptual relative luminance.
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//
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// See http://en.wikipedia.org/wiki/Luminance_(relative)
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//
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const float3 RELATIVE_LUMINANCE = float3( 0.2126, 0.7152, 0.0722 );
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float lum = dot( sample, RELATIVE_LUMINANCE );
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////////////////////////////////////////////////////////////////////////////
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//
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// The average component luminance.
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//
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//const float3 AVERAGE_LUMINANCE = float3( 0.3333, 0.3333, 0.3333 );
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//float lum = dot( sample, AVERAGE_LUMINANCE );
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return lum;
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}
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/// Called from the visibility feature to do screen
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/// door transparency for fading of objects.
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void fizzle(float2 vpos, float visibility)
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{
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// NOTE: The magic values below are what give us
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// the nice even pattern during the fizzle.
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//
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// These values can be changed to get different
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// patterns... some better than others.
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//
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// Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 }
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// Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 }
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//
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// I'm sure there are many more patterns here to
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// discover for different effects.
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float2x2 m = { vpos.x, 0.916, vpos.y, 0.350 };
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clip( visibility - frac( determinant( m ) ) );
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}
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#endif // _TORQUE_HLSL_
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