Init
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#include <config.cg>
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#include <globals.cg>
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struct VertexOut
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{
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FragmentParameters params;
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#if defined(RENDERER_D3D11) && !defined(RENDERER_WIN8ARM)
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// D3D11 Required input for geometry shader
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float4 screenSpacePosition : SV_POSITION;
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#else
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float4 screenSpacePosition : POSITION;
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#endif
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float pointSize : PSIZE;
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};
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BEGIN_CBUFFER(cbPointSprite)
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CONST_TYPE float windowWidth;
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CONST_TYPE float particleSize;
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END_CBUFFER(cbPointSprite)
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float clampedGraph(float value, float vmin, float vmax)
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{
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return saturate((value - vmin) / (vmax-vmin));
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}
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VertexOut vmain(__in(float4, localSpacePosition, POSITION)
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__in_opt(half4, vertexColor, COLOR)
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__in_opt(float3, localSpaceNormal, NORMAL)
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__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
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__in_opt(float4, vertexTexcoord0, TEXCOORD0)
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__in_opt(float4, vertexTexcoord1, TEXCOORD1)
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__in_opt(float4, vertexTexcoord2, TEXCOORD2)
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__in_opt(float4, vertexTexcoord3, TEXCOORD3)
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#if RENDERER_INSTANCED
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, __in(float3, instanceOffset, SEMANTIC_INSTANCE_T)
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, __in(float3, instanceNormalX, SEMANTIC_INSTANCE_X)
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, __in(float3, instanceNormalY, SEMANTIC_INSTANCE_Y)
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, __in(float3, instanceNormalZ, SEMANTIC_INSTANCE_Z)
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#endif
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)
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{
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VertexOut vout;
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float4x4 modelMatrix;
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#if RENDERER_INSTANCED
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modelMatrix = transpose(float4x4(float4(instanceNormalX, 0), float4(instanceNormalY, 0), float4(instanceNormalZ, 0), float4(instanceOffset, 1)));
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#else
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modelMatrix = g_modelMatrix;
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#endif
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float4x4 mvm = mul(g_viewMatrix, modelMatrix);
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float4x4 mvpm = mul(g_projMatrix, mvm);
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vout.screenSpacePosition = mul(mvpm, localSpacePosition);
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vout.params.worldSpacePosition = mul(modelMatrix, localSpacePosition).xyz;
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float3 tbz = normalize(vout.params.worldSpacePosition - g_eyePosition);
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float3 tbx = cross(float3(0,1,0), tbz);
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vout.params.worldSpaceNormal = tbz;//normalize(mul(modelMatrix, float4(localSpaceNormal, 0)).xyz);
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vout.params.worldSpaceTangent = tbx;//normalize(mul(g_modelMatrix, float4(localSpaceTangent.xyz, 0)).xyz);
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vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceNormal, vout.params.worldSpaceTangent) * localSpaceTangent.w;
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vout.params.texcoord0 = vertexTexcoord0;
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vout.params.texcoord1 = vertexTexcoord1;
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vout.params.texcoord2 = vertexTexcoord2;
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#if !defined (RENDERER_WIN8ARM)
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vout.params.texcoord3 = vertexTexcoord3;
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#endif
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vout.params.color = vertexColor;
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vout.pointSize = (particleSize * particleSize) / (vout.screenSpacePosition.w * vout.screenSpacePosition.w);
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return vout;
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}
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