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Nejlepší hry
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sea of chaos
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_15C39AAA7726369D39812BD40F01CF6A
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2005-04-19
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58 lines
//basic particle shader
//rotates particles as they rise
//input should be 4 points that are the same, tex coord will expand them in screen space
//3rd component of tex coord is size of particle
//Luke Lenhart
//(C)2004-2005 Digipen Institute of Technology
//view,projection transform
float4x4 matViewProj;
//camera position in world space
float4 cameraPos;
//base position of emitter
//float3 basePos;
//shader input
struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float3 Tex0 : TEXCOORD0;
};
//shader output
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float2 Tex0 : TEXCOORD0;
};
//shader code
VS_OUTPUT VShader(VS_INPUT In)
{
VS_OUTPUT Out;
//transform pos and copy tex coord and color over
Out.Pos=mul(matViewProj,In.Pos);
Out.Tex0.xy=In.Tex0.xy;
Out.Color=In.Color;
float2 posOffset=In.Tex0-0.5f;
//calc rotation matrix based on in component
float theta=dot(In.Pos,float3(0.2f,0.2f,0.2f))+(2.0f + 1.0f / In.Pos.z)*4.0f;
float2x2 matRot={cos(theta),sin(theta),-sin(theta),cos(theta)};
posOffset=mul(matRot,posOffset);
//expand outwards from center point, based on distance and tex coord
float dist=distance(cameraPos.xyz,In.Pos.xyz);
Out.Pos.xy+=(1.0f/sqrt(dist))*posOffset*In.Tex0.z;
//spit out the results
return Out;
}