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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
float4x4 worldViewProjection : WORLDVIEWPROJECTION;
float4x4 viewInverse : VIEWINVERSE;
float timeRange;
float time;
// We need to implement 1D!
sampler rampSampler;
sampler colorSampler;
struct VertexShaderInput {
float4 uvLifeTimeStartTime : POSITION; // u, v, lifeTime, startTime
float4 positionSpinSpeed : TEXCOORD0; // position.xyz, spinSpeed
float4 velocityStartSize : TEXCOORD1; // velocity.xyz, startSize
float4 accelerationEndSize : TEXCOORD2; // acceleration.xyz, endSize
float4 colorMult : COLOR; //
};
struct PixelShaderInput {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float1 percentLife : TEXCOORD1;
float4 colorMult: TEXCOORD2;
};
PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
PixelShaderInput output;
float2 uv = input.uvLifeTimeStartTime.xy;
float lifeTime = input.uvLifeTimeStartTime.z;
float startTime = input.uvLifeTimeStartTime.w;
float3 position = input.positionSpinSpeed.xyz;
float spinSpeed = input.positionSpinSpeed.w;
float3 velocity = input.velocityStartSize.xyz;
float startSize = input.velocityStartSize.w;
float3 acceleration = input.accelerationEndSize.xyz;
float endSize = input.accelerationEndSize.w;
output.texcoord = float4(uv + 0.5, 0, 0);
output.colorMult = input.colorMult;
float localTime = (time - startTime) % timeRange;
float percentLife = localTime / lifeTime;
float3 basisX = viewInverse[0].xyz;
float3 basisZ = viewInverse[1].xyz;
float size = lerp(startSize, endSize, percentLife);
float s = sin(spinSpeed * localTime);
float c = cos(spinSpeed * localTime);
float2 rotatedPoint = float2(uv.x * c + uv.y * s, -uv.x * s + uv.y * c);
float3 localPosition = float3(basisX * rotatedPoint.x +
basisZ * rotatedPoint.y) * size +
velocity * localTime +
acceleration * pow(localTime, 2) + position;
output.position = mul(float4(localPosition, 1) , worldViewProjection);
output.percentLife = percentLife;
return output;
}
float4 pixelShaderFunction(PixelShaderInput input): COLOR {
float4 colorMult = tex2D(rampSampler, float2(input.percentLife, 0.5)) *
input.colorMult;
float4 color = tex2D(colorSampler, input.texcoord) * colorMult;
return color;
}
// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor
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