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#include "ShaderConstants.fxh"
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struct VS_Input {
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float3 position : POSITION;
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float2 uv0 : TEXCOORD_0;
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float4 color : COLOR;
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#ifdef INSTANCEDSTEREO
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uint instanceID : SV_InstanceID;
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#endif
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};
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struct PS_Input {
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float4 position : SV_Position;
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float2 uv : TEXCOORD_0;
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float4 color : COLOR;
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float4 worldPosition : TEXCOORD_1;
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float4 fogColor : FOG_COLOR;
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#ifdef INSTANCEDSTEREO
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uint instanceID : SV_InstanceID;
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#endif
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};
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void main(in VS_Input VSInput, out PS_Input PSInput)
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{
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float spriteSelector = VSInput.color.x*255.0f;
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PSInput.uv = UV_INFO.xy + (VSInput.uv0 * UV_INFO.zw);
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PSInput.uv.x += spriteSelector * UV_INFO.z;
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float3 position = VSInput.position.xyz;
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// subtract the offset then fmod into (0.0f, PARTICLE_BOX)
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position.xyz += POSITION_OFFSET.xyz;
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position.xyz = fmod(position.xyz, PARTICLE_BOX.xxx);
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// centre box on origin
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position.xyz -= PARTICLE_BOX.xxx * 0.5f;
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// push along view vector so box is positioned more infront of camera
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position.xyz += FORWARD.xyz;
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// get world position
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float4 worldPositionBottom = float4(position.xyz, 1.0f);
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float4 worldPositionTop = float4(worldPositionBottom.xyz + (VELOCITY.xyz * SIZE_SCALE.y), 1.0f);
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// get projected positions of top and bottom of particle, and top of particle in previous frame
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#ifdef INSTANCEDSTEREO
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int i = VSInput.instanceID;
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float4 bottom = mul(WORLDVIEWPROJ_STEREO[i], worldPositionBottom);
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float4 top = mul(WORLDVIEWPROJ_STEREO[i], worldPositionTop);
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PSInput.instanceID = i;
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#else
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float4 bottom = mul(WORLDVIEWPROJ, worldPositionBottom);
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float4 top = mul(WORLDVIEWPROJ, worldPositionTop);
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#endif
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// get 2d vector in screenspace between top and bottom of particle
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float2 dir = (top.xy/top.w) - (bottom.xy/bottom.w);
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// get 2d vector perpendicular to velocity
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float2 dirPerp = normalize(float2(-dir.y, dir.x));
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// choose either the top or bottom projected position using uv.y
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PSInput.position = lerp(top, bottom, VSInput.uv0.y);
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// offset the position of each side of the particle using uv.x
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PSInput.position.xy += (0.5f - VSInput.uv0.x) * dirPerp * SIZE_SCALE.x;
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// get the final colour including the lighting, distance and length scales, and per instance alpha
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PSInput.color = ALPHA;
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//fog
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PSInput.fogColor.rgb = FOG_COLOR.rgb;
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PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
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worldPositionBottom.xz *= 1.0f / 64.0f; // Scale by 1/TextureDimensions to get values between
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worldPositionBottom.xz += 0.5f; // Offset so that center of view is in the center of occlusion texture
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worldPositionBottom.y += VIEW_POSITION.y - 0.5f;
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worldPositionBottom.y *= 1.0f / 255.0f;
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PSInput.worldPosition = worldPositionBottom;
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}
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