42 lines
896 B
GLSL
42 lines
896 B
GLSL
#include "common.h"
|
|
|
|
cbuffer VolumetricLights
|
|
{
|
|
float3 vMinBounds;
|
|
float3 vMaxBounds;
|
|
float4 FrustumClipPlane[6];
|
|
}
|
|
|
|
struct v2p
|
|
{
|
|
float3 lightToPos : TEXCOORD0; // light center to plane vector
|
|
float3 vPos : TEXCOORD1; // position in camera space
|
|
float fDensity : TEXCOORD2; // plane density alon Z axis
|
|
float3 clip0 : SV_ClipDistance0;
|
|
float3 clip1 : SV_ClipDistance1;
|
|
float4 hpos : SV_Position;
|
|
};
|
|
|
|
//float4x4 m_texgen;
|
|
|
|
v2p main ( float3 P : POSITION )
|
|
{
|
|
v2p o;
|
|
float4 vPos;
|
|
vPos.xyz = lerp( vMinBounds, vMaxBounds, P); // Position in camera space
|
|
vPos.w = 1.0;
|
|
o.hpos = mul(m_P, vPos); // xform, input in camera coordinates
|
|
|
|
o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
|
|
o.vPos = vPos;
|
|
|
|
o.fDensity = 1.0 / 40.0;
|
|
|
|
for (int i=0; i<3; ++i)
|
|
{
|
|
o.clip0[i] = dot( o.hpos, FrustumClipPlane[i]);
|
|
o.clip1[i] = dot( o.hpos, FrustumClipPlane[i+3]);
|
|
}
|
|
|
|
return o;
|
|
} |