129 lines
2.8 KiB
HLSL
129 lines
2.8 KiB
HLSL
struct VertexIn
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{
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float3 Pos : Position;
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};
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cbuffer EveryObject2D : register(c0)
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{
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float4x4 VP;
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};
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struct Pixel2DIn
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{
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float4 Pos : SV_Position;
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float2 Uv : TEXCOORD;
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};
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const static float Width = 5.0f;
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VertexIn PassThrough(VertexIn input)
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{
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return input;
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}
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[maxvertexcount(16)]
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void Lazer(line VertexIn input[2],inout TriangleStream<Pixel2DIn> Quads)
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{
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//build coordinate system
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float3 r =normalize(input[1].Pos-input[0].Pos);
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float3 s = abs(r);
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//set s ortogonal to r
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if(s.x<s.y && s.x<s.z)
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s = float3(0,-r.z,r.y);
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else if(s.y<s.x && s.y<s.z)
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s = float3(-r.z,0,r.x);
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else
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s = float3(-r.y,r.x,0);
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float3 t = cross(r,s);
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Pixel2DIn output;
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//create the corners of the plane rxs Forward Facing
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//top left
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output.Pos = mul(float4( input[0].Pos + Width*s,1),VP);
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output.Uv = float2(0,1);
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Quads.Append(output);
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//botom left
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output.Pos = mul(float4( input[0].Pos - Width*s,1),VP);
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output.Uv = float2(0,0);
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Quads.Append(output);
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//top right
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output.Pos = mul(float4( input[1].Pos + Width*s,1),VP);
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output.Uv = float2(1,1);
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Quads.Append(output);
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//botom right
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output.Pos =mul(float4( input[1].Pos - Width*s,1),VP);
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output.Uv = float2(1,0);
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Quads.Append(output);
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Quads.RestartStrip();
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//create the corners of the plane rxs BackWard Facing
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//top left
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output.Pos = mul(float4( input[0].Pos + Width*s,1),VP);
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output.Uv = float2(0,1);
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Quads.Append(output);
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//top right
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output.Pos = mul(float4( input[1].Pos + Width*s,1),VP);
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output.Uv = float2(1,1);
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Quads.Append(output);
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//botom left
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output.Pos = mul(float4( input[0].Pos - Width*s,1),VP);
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output.Uv = float2(0,0);
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Quads.Append(output);
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//botom right
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output.Pos =mul(float4( input[1].Pos - Width*s,1),VP);
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output.Uv = float2(1,0);
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Quads.Append(output);
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Quads.RestartStrip();
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//create the corners of the plane rxt Forward Facing
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//top left
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output.Pos = mul(float4( input[0].Pos + Width*t,1),VP);
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output.Uv = float2(0,1);
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Quads.Append(output);
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//botom left
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output.Pos = mul(float4( input[0].Pos - Width*t,1),VP);
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output.Uv = float2(0,0);
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Quads.Append(output);
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//top right
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output.Pos = mul(float4( input[1].Pos + Width*t,1),VP);
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output.Uv = float2(1,1);
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Quads.Append(output);
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//botom right
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output.Pos =mul(float4( input[1].Pos - Width*t,1),VP);
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output.Uv = float2(1,0);
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Quads.Append(output);
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Quads.RestartStrip();
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//create the corners of the plane rxt Forward Facing
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//top left
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output.Pos = mul(float4( input[0].Pos + Width*t,1),VP);
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output.Uv = float2(0,1);
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Quads.Append(output);
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//top right
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output.Pos = mul(float4( input[1].Pos + Width*t,1),VP);
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output.Uv = float2(1,1);
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Quads.Append(output);
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//botom left
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output.Pos = mul(float4( input[0].Pos - Width*t,1),VP);
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output.Uv = float2(0,0);
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Quads.Append(output);
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//botom right
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output.Pos =mul(float4( input[1].Pos - Width*t,1),VP);
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output.Uv = float2(1,0);
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Quads.Append(output);
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} |