particle shader update
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@@ -58,45 +58,45 @@ void main(point GS_INPUT p[1], inout TriangleStream<VertextoPixel> triStream)
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p1.pos.w=1;
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p1.pos.xyz = p[0].pos.xyz+rightVector.xyz*(-quadLength)+upVector.xyz*(quadLength);
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.tex = float2(0.0f, 0.0f);
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p1.pos = mul(p1.pos, xProjection);
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if(p[0].inSizOpMir.z==1) p1.tex.x=1-p1.tex.x;
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if(p[0].inSizOpMir.w==1) p1.tex.y=1-p1.tex.y;
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.pp = p1.pos;
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triStream.Append(p1);
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p1.pos.w=1;
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p1.pos.xyz = p[0].pos.xyz+rightVector.xyz*(-quadLength)+upVector.xyz*(-quadLength);
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.tex = float2(0.0f, 1.0f);
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p1.pos = mul(p1.pos, xProjection);
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if(p[0].inSizOpMir.z==1) p1.tex.x=1-p1.tex.x;
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if(p[0].inSizOpMir.w==1) p1.tex.y=1-p1.tex.y;
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.pp = p1.pos;
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triStream.Append(p1);
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p1.pos.w=1;
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p1.pos.xyz = p[0].pos.xyz +rightVector.xyz*(quadLength)+upVector.xyz*(quadLength);
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.tex = float2(1.0f, 0.0f);
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p1.pos = mul(p1.pos, xProjection);
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if(p[0].inSizOpMir.z==1) p1.tex.x=1-p1.tex.x;
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if(p[0].inSizOpMir.w==1) p1.tex.y=1-p1.tex.y;
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.pp = p1.pos;
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triStream.Append(p1);
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p1.pos.w=1;
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p1.pos.xyz = p[0].pos.xyz +rightVector.xyz*(quadLength)+upVector.xyz*(-quadLength);
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.tex = float2(1.0f, 1.0f);
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p1.pos = mul(p1.pos, xProjection);
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if(p[0].inSizOpMir.z==1) p1.tex.x=1-p1.tex.x;
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if(p[0].inSizOpMir.w==1) p1.tex.y=1-p1.tex.y;
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// extrude along velocity (blur)
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p1.pos.xyz += p[0].vel * dot(normalize(p1.pos.xyz - p[0].pos.xyz), p[0].vel) * xMotionBlurAmount;
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p1.pp = p1.pos;
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triStream.Append(p1);
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}
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