//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "torque.hlsl" #include "shaderModel.hlsl" TORQUE_UNIFORM_SAMPLER2D(colorSource, 0); uniform float4 offscreenTargetParams; #ifdef TORQUE_LINEAR_DEPTH #define REJECT_EDGES TORQUE_UNIFORM_SAMPLER2D(edgeSource, 1); uniform float4 edgeTargetParams; #endif struct Conn { float4 hpos : TORQUE_POSITION; float4 offscreenPos : TEXCOORD0; float4 backbufferPos : TEXCOORD1; }; float4 main(Conn IN) : TORQUE_TARGET0 { // Off-screen particle source screenspace position in XY // Back-buffer screenspace position in ZW float4 ssPos = float4(IN.offscreenPos.xy / IN.offscreenPos.w, IN.backbufferPos.xy / IN.backbufferPos.w); float4 uvScene = ( ssPos + 1.0 ) / 2.0; uvScene.yw = 1.0 - uvScene.yw; uvScene.xy = viewportCoordToRenderTarget(uvScene.xy, offscreenTargetParams); #ifdef REJECT_EDGES // Cut out particles along the edges, this will create the stencil mask uvScene.zw = viewportCoordToRenderTarget(uvScene.zw, edgeTargetParams); float edge = TORQUE_TEX2D( edgeSource, uvScene.zw ).r; clip( -edge ); #endif // Sample offscreen target and return return TORQUE_TEX2D( colorSource, uvScene.xy ); }