#include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; float2 uv0 : TEXCOORD_0; float4 color : COLOR; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; float2 uv : TEXCOORD_0; float4 color : COLOR; float4 worldPosition : TEXCOORD_1; float4 fogColor : FOG_COLOR; #ifdef GEOMETRY_INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO uint renTarget_id : SV_RenderTargetArrayIndex; #endif }; void main(in VS_Input VSInput, out PS_Input PSInput) { float spriteSelector = VSInput.color.x*255.0f; PSInput.uv = UV_INFO.xy + (VSInput.uv0 * UV_INFO.zw); #ifndef NO_VARIETY PSInput.uv.x += spriteSelector * UV_INFO.z; #endif 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 #ifdef INSTANCEDSTEREO int i = VSInput.instanceID; float4 bottom = mul(WORLDVIEWPROJ_STEREO[i], worldPositionBottom); float4 top = mul(WORLDVIEWPROJ_STEREO[i], worldPositionTop); #else float4 bottom = mul(WORLDVIEWPROJ, worldPositionBottom); float4 top = mul(WORLDVIEWPROJ, worldPositionTop); #endif #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = VSInput.instanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = VSInput.instanceID; #endif // 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; #if defined(COMFORT_MODE) && defined(VR_MODE) if (PSInput.position.z < 2.0f) { PSInput.color.a = clamp((PSInput.position.z - 1.2f)/0.8f, 0.0f, 1.0f); } #endif //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; }