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vision.fx
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////////////////////////////////////////////////////////////////////////////////
///
/// File : vision.fx
///
/// Summary : Effect file for rendering fog of war.
/// Note : Similiar to range rendering but requires less data (and overhead.)
///
/// Copyright © 2007 Gas Powered Games, Inc. All rights reserved.
////////////////////////////////////////////////////////////////////////////////
#define CCW_BOUNDARY_BIAS 0.00001
#define CW_BOUNDARY_BIAS -0.00001
float4x4 viewMatrix;
float4x4 projMatrix;
float3 boxCenter;
float3 boxExtent;
struct Vertex {
float4 position : POSITION0;
};
typedef Vertex Pixel;
Vertex boundaryVertexShader( float3 vertex : POSITION0 )
{
Vertex result = (Vertex)0;
float3 position = boxExtent * vertex + boxCenter;
result.position = mul(float4(position,1),mul(viewMatrix,projMatrix));
return result;
}
Vertex visionVertexShader( float3 vertex : POSITION0, float2 position : POSITION1, float radius : TEXCOORD0 )
{
Vertex result = (Vertex)0;
vertex.xz = radius.xx * vertex.xz + position.xy;
result.position = mul(float4(vertex,1),mul(viewMatrix,projMatrix));
return result;
}
float4 pixelShader( Pixel pixel) : COLOR0
{
return float4(0,0,0,0);
}
technique CastVision
{
pass P0
{
CullMode = none;
AlphaBlendEnable = false;
AlphaTestEnable = false;
ColorWriteEnable = 0x00;
ZWriteEnable = false;
ZEnable = true;
ZFunc = less;
StencilEnable = true;
StencilWriteMask = 0xFF;
StencilMask = 0xFF;
StencilRef = 0x00;
TwoSidedStencilMode = true;
StencilFail = keep;
StencilZFail = incr;
StencilPass = keep;
StencilFunc = always;
CCW_StencilFail = keep;
CCW_StencilZFail = decr;
CCW_StencilPass = keep;
CCW_StencilFunc = always;
VertexShader = compile vs_2_0 visionVertexShader();
PixelShader = compile ps_2_0 pixelShader();
}
}
technique CastBoundaryCCW
{
pass FrontFace
{
CullMode = CCW;
ColorWriteEnable = 0x00;
DepthBias = CCW_BOUNDARY_BIAS;
ZWriteEnable = false;
ZEnable = true;
ZFunc = less;
StencilEnable = true;
StencilWriteMask = 0xFF;
StencilMask = 0xFF;
StencilRef = 0x00;
StencilFunc = always;
StencilFail = keep;
StencilZFail = incr;
StencilPass = keep;
VertexShader = compile vs_2_0 boundaryVertexShader();
PixelShader = compile ps_2_0 pixelShader();
}
pass BackFace
{
CullMode = CW;
ColorWriteEnable = 0x00;
DepthBias = CW_BOUNDARY_BIAS;
ZWriteEnable = false;
ZEnable = true;
ZFunc = less;
StencilEnable = true;
StencilWriteMask = 0xFF;
StencilMask = 0xFF;
StencilRef = 0x00;
StencilFunc = always;
StencilFail = keep;
StencilZFail = decr;
StencilPass = keep;
VertexShader = compile vs_2_0 boundaryVertexShader();
PixelShader = compile ps_2_0 pixelShader();
}
}
technique CastBoundaryCW
{
pass FrontFace
{
CullMode = CW;
ColorWriteEnable = 0x00;
DepthBias = CW_BOUNDARY_BIAS;
ZWriteEnable = false;
ZEnable = true;
ZFunc = less;
StencilEnable = true;
StencilWriteMask = 0xFF;
StencilMask = 0xFF;
StencilRef = 0x00;
StencilFunc = always;
StencilFail = keep;
StencilZFail = incr;
StencilPass = keep;
VertexShader = compile vs_2_0 boundaryVertexShader();
PixelShader = compile ps_2_0 pixelShader();
}
pass BackFace
{
CullMode = CCW;
ColorWriteEnable = 0x00;
DepthBias = CCW_BOUNDARY_BIAS;
ZWriteEnable = false;
ZEnable = true;
ZFunc = less;
StencilEnable = true;
StencilWriteMask = 0xFF;
StencilMask = 0xFF;
StencilRef = 0x00;
StencilFunc = always;
StencilFail = keep;
StencilZFail = decr;
StencilPass = keep;
VertexShader = compile vs_2_0 boundaryVertexShader();
PixelShader = compile ps_2_0 pixelShader();
}
}