Created
July 9, 2018 11:27
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#include "Macros.fxh" | |
float4x4 WorldViewProjection; | |
float3 CameraRight; | |
float3 CameraUp; | |
texture Texture; | |
sampler TextureSampler = sampler_state | |
{ | |
Texture = (Texture); | |
MINFILTER = LINEAR; | |
MAGFILTER = LINEAR; | |
MIPFILTER = LINEAR; | |
ADDRESSU = CLAMP; | |
ADDRESSV = CLAMP; | |
}; | |
struct VSInput | |
{ | |
float4 Position : POSITION0; | |
float4 Color : COLOR0; | |
float2 TexCoord : TEXCOORD0; | |
float Rotation : COLOR1; | |
float2 Size : TEXCOORD1; | |
}; | |
struct VSOutput | |
{ | |
float4 Position : POSITION0; | |
float4 Color : COLOR0; | |
float2 TexCoord : TEXCOORD0; | |
}; | |
float4 ComputeParticleRotation(float rotation) | |
{ | |
float c = cos(rotation); | |
float s = sin(rotation); | |
float4 rotationMatrix = float4(c, -s, s, c); | |
rotationMatrix *= 0.5; | |
rotationMatrix += 0.5; | |
return rotationMatrix; | |
} | |
VSOutput VSDefault(VSInput input) | |
{ | |
float3 position = input.Position.xyz; | |
position += input.Size.x * CameraRight; | |
position += input.Size.y * CameraUp; | |
float4 rotation = ComputeParticleRotation(input.Rotation) * 2 - 1; | |
float2 texCoord = input.TexCoord; | |
texCoord -= 0.5; | |
texCoord = mul(texCoord, float2x2(rotation)); | |
texCoord += 0.5; | |
VSOutput output; | |
output.Position = mul(float4(position, 1), WorldViewProjection); | |
output.Color = input.Color; | |
output.TexCoord = texCoord; | |
return output; | |
} | |
float4 PSDefault(VSOutput input) : COLOR0 | |
{ | |
return tex2D(TextureSampler, input.TexCoord) * input.Color; | |
} | |
TECHNIQUE(Default, VSDefault, PSDefault); |
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