e4s-sdk/gamedata/shaders/r2/accum_volumetric.vs.hlsl
2026-06-17 23:06:51 +03:00

32 lines
857 B
HLSL

#include "common.hlsli"
float3 vMinBounds;
float3 vMaxBounds;
struct vf
{
float4 hpos : POSITION;
float3 lightToPos : TEXCOORD0; // light center to plane vector
float3 vPos : TEXCOORD1; // position in camera space
float fDensity : TEXCOORD2; // plane density alon Z axis
// float2 tNoise : TEXCOORD3; // projective noise
};
vf main(v_static v)
{
vf o;
float4 vPos;
vPos.xyz = lerp(vMinBounds, vMaxBounds, v.P); // Position in camera space
vPos.w = 1;
o.hpos = mul(m_P, vPos); // xform, input in camera coordinates
o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
o.vPos = vPos;
// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h;
// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h*2;
o.fDensity = 1.0h / 40.0h;
// o.fDensity = 1.0h/20.0h;
return o;
}