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Stillkill committed 2026-03-08 15:34:38 -05:00
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#include "ShaderConstantsGNM.h"
struct VS_Input {
float3 position : POSITION;
float2 uv0 : TEXCOORD_0;
float4 color : COLOR;
};
struct PS_Input {
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
float4 color : COLOR;
float4 worldPosition : TEXCOORD_1;
float4 fogColor : FOG_COLOR;
};
PS_Input main(in VS_Input VSInput)
{
PS_Input PSInput = (PS_Input)0;
float spriteSelector = VSInput.color.x*255.0f;
PSInput.uv = UV_INFO.xy + (VSInput.uv0 * UV_INFO.zw);
PSInput.uv.x += spriteSelector * UV_INFO.z;
float3 position = VSInput.position.xyz;
// subtract the offset then fmod into (0.0f, PARTICLE_BOX)
position.xyz += POSITION_OFFSET.xyz;
position.xyz = fmod(position.xyz, PARTICLE_BOX.xxx);
// centre box on origin
position.xyz -= PARTICLE_BOX.xxx * 0.5f;
// push along view vector so box is positioned more infront of camera
position.xyz += FORWARD.xyz;
// get world position
float4 worldPositionBottom = float4(position.xyz, 1.0f);
float4 worldPositionTop = float4(worldPositionBottom.xyz + (VELOCITY.xyz * SIZE_SCALE.y), 1.0f);
// get projected positions of top and bottom of particle, and top of particle in previous frame
float4 bottom = mul(WORLDVIEWPROJ, worldPositionBottom);
float4 top = mul(WORLDVIEWPROJ, worldPositionTop);
// get 2d vector in screenspace between top and bottom of particle
float2 dir = (top.xy/top.w) - (bottom.xy/bottom.w);
// get 2d vector perpendicular to velocity
float2 dirPerp = normalize(float2(-dir.y, dir.x));
// choose either the top or bottom projected position using uv.y
PSInput.position = lerp(top, bottom, VSInput.uv0.y);
// offset the position of each side of the particle using uv.x
PSInput.position.xy += (0.5f - VSInput.uv0.x) * dirPerp * SIZE_SCALE.x;
// get the final colour including the lighting, distance and length scales, and per instance alpha
PSInput.color = ALPHA;
//fog
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
worldPositionBottom.xz *= 1.0f / 64.0f; // Scale by 1/TextureDimensions to get values between
worldPositionBottom.xz += 0.5f; // Offset so that center of view is in the center of occlusion texture
worldPositionBottom.y += VIEW_POSITION.y - 0.5f;
worldPositionBottom.y *= 1.0f / 255.0f;
PSInput.worldPosition = worldPositionBottom;
return PSInput;
}