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348 lines
9.4 KiB
348 lines
9.4 KiB
5 years ago
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// STATIC: "ZOOM_ANIMATE_SEQ2" "0..1" [vs20]
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// STATIC: "DUALSEQUENCE" "0..1" [vs20]
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// STATIC: "EXTRACTGREENALPHA" "0..1" [vs20]
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// STATIC: "ZOOM_ANIMATE_SEQ2" "0..0" [vs11]
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// STATIC: "DUALSEQUENCE" "0..0" [vs11]
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// STATIC: "EXTRACTGREENALPHA" "0..0" [vs11]
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// STATIC: "USE_INSTANCING" "0..1" [vs20]
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// DYNAMIC: "ORIENTATION" "0..2"
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#include "common_vs_fxc.h"
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const float4x3 cModelView : register(SHADER_SPECIFIC_CONST_0);
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const float4x4 cProj : register(SHADER_SPECIFIC_CONST_3);
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#if ZOOM_ANIMATE_SEQ2
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const float4 ScaleParms : register(SHADER_SPECIFIC_CONST_7);
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#define OLDFRM_SCALE_START (ScaleParms.x)
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#define OLDFRM_SCALE_END (ScaleParms.y)
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#endif
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const float4 SizeParms : register(SHADER_SPECIFIC_CONST_8);
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const float4 SizeParms2 : register(SHADER_SPECIFIC_CONST_9);
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const float4 ViewportTransformScaled : register(SHADER_SPECIFIC_CONST_10);
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#define MINIMUM_SIZE_FACTOR (SizeParms.x)
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#define MAXIMUM_SIZE_FACTOR (SizeParms.y)
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#define START_FADE_SIZE_FACTOR (SizeParms.z)
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#define END_FADE_SIZE_FACTOR (SizeParms.w)
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// alpha fade w/ distance
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#define START_FAR_FADE ( SizeParms2.x )
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#define FAR_FADE_FACTOR ( SizeParms2.y ) // alpha = 1-min(1,max(0, (dist-start_fade)*factor))
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// Define stuff for instancing on 360
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#if ( defined( _X360 ) && defined( SHADER_MODEL_VS_2_0 ) )
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#define CONST_PC
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#define VERTEX_INDEX_PARAM_360 ,int Index:INDEX
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#define DO_INSTANCING 1
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#else
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#define CONST_PC const
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#define VERTEX_INDEX_PARAM_360
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#endif
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vTint : COLOR;
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float4 vPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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float4 vTexCoord1 : TEXCOORD1;
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float4 vParms : TEXCOORD2; // frame blend, rot, radius, yaw
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// FIXME: remove this vertex element for (USE_INSTANCING == 1), need to shuffle the following elements down
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float2 vCornerID : TEXCOORD3; // 0,0 1,0 1,1 0,1
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float4 vTexCoord2 : TEXCOORD4;
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#if DUALSEQUENCE
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float4 vSeq2TexCoord0 : TEXCOORD5;
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float4 vSeq2TexCoord1 : TEXCOORD6;
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float4 vParms1 : TEXCOORD7; // second frame blend, ?,?,?
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#endif
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float4 argbcolor : COLOR;
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float4 blendfactor0 : TEXCOORD2;
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float2 texCoord2 : TEXCOORD3;
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#if !defined( SHADER_MODEL_VS_1_1 )
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float4 blendfactor1 : TEXCOORD4; // for extracting green/alpha
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#endif
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#if DUALSEQUENCE
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float2 vSeq2TexCoord0 : TEXCOORD5;
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float2 vSeq2TexCoord1 : TEXCOORD6;
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#endif
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#if defined( _X360 )
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float4 vScreenPos_ReverseZ : TEXCOORD7;
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#else
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float4 vScreenPos : TEXCOORD7;
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#endif
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};
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#define BLENDFACTOR v.vParms.x
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#define ROTATION v.vParms.y
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#define RADIUS v.vParms.z
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#define YAW (v.vParms.w)
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#if ( ZOOM_ANIMATE_SEQ2 )
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float getlerpscaled( float l_in, float s0, float s1, float ts )
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{
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l_in = 2.0*(l_in-.5);
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l_in *= lerp(s0,s1,ts);
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return 0.5+0.5*l_in;
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}
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float getlerpscale_for_old_frame( float l_in, float ts )
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{
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return getlerpscaled( l_in, OLDFRM_SCALE_START, OLDFRM_SCALE_END, ts);
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}
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float getlerpscale_for_new_frame( float l_in, float ts )
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{
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return getlerpscaled( l_in, 1.0, OLDFRM_SCALE_START, ts );
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}
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#endif // ZOOM_ANIMATE_SEQ2
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#ifdef DO_INSTANCING
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void InstancedVertexRead( inout VS_INPUT v, int index )
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{
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// Duplicate each VB vertex 4 times (and generate vCornerID - the only thing that varies per-corner)
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float4 vTint;
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float4 vPos;
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float4 vTexCoord0;
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float4 vTexCoord1;
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float4 vParms;
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float4 vTexCoord2;
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float4 vSeq_TexCoord0; // NOTE: April XDK compiler barfs on var names which have a number in the middle! (i.e. vSeq2TexCoord0)
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float4 vSeq_TexCoord1;
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float4 vParms1;
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int spriteIndex = index / 4;
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int cornerIndex = index - 4*spriteIndex;
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asm
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{
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vfetch vTint, spriteIndex, color0;
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vfetch vPos, spriteIndex, position0;
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vfetch vTexCoord0, spriteIndex, texcoord0;
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vfetch vTexCoord1, spriteIndex, texcoord1;
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vfetch vParms, spriteIndex, texcoord2;
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vfetch vTexCoord2, spriteIndex, texcoord4;
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#if DUALSEQUENCE
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vfetch vSeq_TexCoord0, spriteIndex, texcoord5;
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vfetch vSeq_TexCoord1, spriteIndex, texcoord6;
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vfetch vParms1, spriteIndex, texcoord7;
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#endif
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};
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v.vTint = vTint;
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v.vPos = vPos;
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v.vTexCoord0 = vTexCoord0;
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v.vTexCoord1 = vTexCoord1;
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v.vParms = vParms;
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v.vTexCoord2 = vTexCoord2;
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#if DUALSEQUENCE
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v.vSeq2TexCoord0 = vSeq_TexCoord0;
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v.vSeq2TexCoord1 = vSeq_TexCoord1;
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v.vParms1 = vParms1;
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#endif
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// Compute vCornerID - order is: (0,0) (1,0) (1,1) (0,1)
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// float2 IDs[4] = { {0,0}, {1,0}, {1,1}, {0,1} };
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// v.vCornerID.xy = IDs[ cornerIndex ];
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// This compiles to 2 ops on 360 (MADDs with abs/sat register read/write modifiers):
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v.vCornerID.xy = float2( 1.5f, 0.0f ) + cornerIndex*float2( -1.0f, 1.0f );
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v.vCornerID.xy = saturate( float2(1.5f, -3.0f) + float2( -1.0f, 2.0f )*abs( v.vCornerID.xy ) );
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}
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#endif
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VS_OUTPUT main( CONST_PC VS_INPUT v
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VERTEX_INDEX_PARAM_360 )
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{
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VS_OUTPUT o;
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#ifdef DO_INSTANCING
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if ( USE_INSTANCING )
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{
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InstancedVertexRead( v, Index );
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}
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#endif
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#if SHADER_MODEL_VS_1_1
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float4 tint = v.vTint;
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#else
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float4 tint = GammaToLinear( v.vTint );
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#endif
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float2 sc_yaw;
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sincos( YAW, sc_yaw.y, sc_yaw.x );
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float2 sc;
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sincos( ROTATION, sc.y, sc.x );
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float2 ix=2*v.vCornerID.xy-1;
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float x1=dot(ix,sc);
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float y1=sc.x*ix.y-sc.y*ix.x;
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float4 projPos;
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float3 worldPos;
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worldPos = mul4x3( v.vPos, cModel[0] );
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float rad = RADIUS;
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float3 v2p = ( worldPos - cEyePos );
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float l = length(v2p);
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rad=max(rad, MINIMUM_SIZE_FACTOR * l);
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// now, perform fade out
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#ifndef SHADER_MODEL_VS_1_1
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if ( rad > START_FADE_SIZE_FACTOR * l )
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{
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if ( rad > END_FADE_SIZE_FACTOR *l )
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{
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tint = 0;
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rad = 0; // cull so we emit 0-sized sprite
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}
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else
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{
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tint *= 1-(rad-START_FADE_SIZE_FACTOR*l)/(END_FADE_SIZE_FACTOR*l-START_FADE_SIZE_FACTOR*l);
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}
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}
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#endif
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#ifndef SHADER_MODEL_VS_1_1
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// perform far fade
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float tscale = 1-min(1, max(0, (l-START_FAR_FADE)*FAR_FADE_FACTOR) );
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tint *= tscale;
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if ( tscale <= 0)
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rad = 0; // cull so we emit 0-sized sprite
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#endif
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rad=min(rad, MAXIMUM_SIZE_FACTOR * l);
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#if ORIENTATION == 0
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// Screen-aligned case
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float3 viewPos;
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viewPos = mul4x3( v.vPos, cModelView );
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float3 disp=float3( -x1,y1,0);
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float tmpx=disp.x*sc_yaw.x+disp.z*sc_yaw.y;
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disp.z = disp.z*sc_yaw.x-disp.x*sc_yaw.y;
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disp.x=tmpx;
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viewPos.xyz += disp * rad;
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projPos = mul( float4(viewPos, 1.0f), cProj );
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#endif
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#if ORIENTATION == 1
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// Z-aligned case
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if (l > rad/2)
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{
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float3 up = float3(0,0,1);
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float3 right = normalize(cross(up, v2p));
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float tmpx=right.x*sc_yaw.x+right.y*sc_yaw.y;
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right.y = right.y*sc_yaw.x-right.x*sc_yaw.y;
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right.x=tmpx;
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worldPos += (x1*rad)*right;
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worldPos.z += (y1*rad)*up.z;
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#ifndef SHADER_MODEL_VS_1_1
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if (l < rad*2 )
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{
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tint *= smoothstep(rad/2,rad,l);
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}
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#endif
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}
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projPos = mul( float4(worldPos, 1.0f), cViewProj );
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#endif
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#if ORIENTATION == 2
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// aligned with z plane case - easy
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float3 wpos=v.vPos+RADIUS*float3( y1,x1,0);
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projPos = mul( float4(wpos, 1.0f), cModelViewProj );
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#endif
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o.blendfactor0 = float4( v.vParms.x, 0, 0, 0 );
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o.projPos = projPos;
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o.texCoord0.x = lerp( v.vTexCoord0.z, v.vTexCoord0.x, v.vCornerID.x );
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o.texCoord0.y = lerp( v.vTexCoord0.w, v.vTexCoord0.y, v.vCornerID.y );
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o.texCoord1.x = lerp( v.vTexCoord1.z, v.vTexCoord1.x, v.vCornerID.x );
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o.texCoord1.y = lerp( v.vTexCoord1.w, v.vTexCoord1.y, v.vCornerID.y );
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o.texCoord2.x = lerp( v.vTexCoord2.z, v.vTexCoord2.x, v.vCornerID.x );
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o.texCoord2.y = lerp( v.vTexCoord2.w, v.vTexCoord2.y, v.vCornerID.y );
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#if ( DUALSEQUENCE )
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float2 lerpold = v.vCornerID.xy;
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float2 lerpnew = v.vCornerID.xy;
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#if ( ZOOM_ANIMATE_SEQ2 )
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lerpold.x = getlerpscale_for_old_frame( v.vCornerID.x, v.vParms1.x );
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lerpold.y = getlerpscale_for_old_frame( v.vCornerID.y, v.vParms1.x );
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lerpnew.x = getlerpscale_for_new_frame( v.vCornerID.x, v.vParms1.x );
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lerpnew.y = getlerpscale_for_new_frame( v.vCornerID.y, v.vParms1.x );
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#endif
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o.vSeq2TexCoord0.xy = lerp( v.vSeq2TexCoord0.zw, v.vSeq2TexCoord0.xy, lerpold.xy );
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o.vSeq2TexCoord1.xy = lerp( v.vSeq2TexCoord1.zw, v.vSeq2TexCoord1.xy, lerpnew.xy );
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o.blendfactor0.z = v.vParms1.x;
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#endif
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#if !defined( SHADER_MODEL_VS_1_1 )
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o.blendfactor1 = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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#if ( EXTRACTGREENALPHA )
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// Input range Output range
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if ( v.vParms.x < 0.25f ) // 0.0 .. 0.25
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{
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o.blendfactor0.a = v.vParms.x * 2 + 0.5f; // 0.5 .. 1.0
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o.blendfactor0.g = 1 - o.blendfactor0.a; // 0.5 .. 0.0
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}
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else if ( v.vParms.x < 0.75f ) // 0.25 .. 0.75
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{
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o.blendfactor1.g = v.vParms.x * 2 - 0.5f; // 0.0 .. 1.0
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o.blendfactor0.a = 1 - o.blendfactor1.g; // 1.0 .. 0.0
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}
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else // 0.75 .. 1.0
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{
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o.blendfactor1.a = v.vParms.x * 2 - 1.5f; // 0.0 .. 0.5
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o.blendfactor1.g = 1 - o.blendfactor1.a; // 1.0 .. 0.5
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}
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#endif
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#endif
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// Map projected position to the refraction texture
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float2 vScreenPos;
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vScreenPos.x = projPos.x;
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vScreenPos.y = -projPos.y; // invert Y
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vScreenPos = (vScreenPos + projPos.w) * 0.5f;
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// Need to also account for the viewport transform, which matters when rendering with mat_viewportscale != 1.0
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vScreenPos = (vScreenPos * ViewportTransformScaled.xy) + (projPos.w * ViewportTransformScaled.zw);
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#if defined( _X360 )
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o.vScreenPos_ReverseZ = float4(vScreenPos.x, vScreenPos.y, projPos.w - projPos.z, projPos.w );
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#else
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o.vScreenPos = float4(vScreenPos.x, vScreenPos.y, projPos.z, projPos.w );
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#endif
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o.argbcolor = tint;
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return o;
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}
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