Torque3D/Templates/Full/game/shaders/common/particleCompositeP.hlsl
2016-03-20 21:50:21 +10:00

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2.4 KiB
HLSL

//-----------------------------------------------------------------------------
// 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 );
}