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particle.fx
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float4x4 ViewMatrix;
float4x4 InverseViewMatrix;
float4x4 Projection;
float4x4 WorldToProjection;
float4 ParticleSystemPosition;
float time;
float ParticleSystemShape;
float ParticleSpread;
float ParticleSpeed;
float ParticleSystemHeight;
float ParticleSize;
int DragEnabled = 0;
float4 startColor = float4(1, 1, 0, 1);
float4 endColor = float4(0, 0, 0, 1);
texture BackgroundTexture;
texture ParticleTexture0;
texture ParticleTexture1;
sampler2D BackgroundSampler = sampler_state
{
Texture = (BackgroundTexture);
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
sampler2D ParticleSampler0 = sampler_state
{
Texture = (ParticleTexture0);
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = CLAMP;
};
sampler2D ParticleSampler1 = sampler_state
{
Texture = (ParticleTexture1);
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
sampler2D ParticleSampler0Wrap = sampler_state
{
Texture = (ParticleTexture0);
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
struct WORLD_OUTPUT {
float4 mPos : POSITION;
float2 mTex0 : TEXCOORD0;
float2 mTex1 : TEXCOORD1;
float2 mTex2 : TEXCOORD2;
};
WORLD_OUTPUT WorldVS(
float2 Corner : POSITION0,
float4 Pos: POSITION1,
float2 Size: TEXCOORD0,
float4 Velocity: TEXCOORD1,
float3 Acceleration: TEXCOORD2,
float4 inTime : TEXCOORD3,
float3 inTexOffset : TEXCOORD4,
float3 dragCoeff : TEXCOORD5,
uniform bool inAnimTexture,
uniform bool inFlat
)
{
WORLD_OUTPUT Out = (WORLD_OUTPUT)0;
// get amount of time elapsed since creation
float t = time - inTime.x;
float lifetime = inTime.y;
float framerate = inTime.z;
float framesize = inTime.w;
// get the alpha value
float alpha = t / lifetime;
// does this thing actually let us early out?
if( alpha < 1.0f )
{
// initial position
float3 pos = float3(0,0,0);
if ( 1 == DragEnabled )
pos = ( dragCoeff.z * Acceleration.xyz - dragCoeff.y * Velocity.xyz ) * ( pow(2.71828183,-dragCoeff.x*t) - 1 ) + dragCoeff.y * Acceleration.xyz * t + Pos.xyz;
else
pos = Pos.xyz + Velocity.xyz * t + (0.5 * Acceleration.xyz * pow(t,2));
// calculate the sin and cos of our rotation amount
float rotcos, rotsin;
// Rotate our initialze -1,1 quad around 0,0
float2 rotatedquad;
float rotationRadians = Pos.w + (Velocity.w * t);
sincos(rotationRadians, rotsin, rotcos);
// rotate the quad
rotatedquad.x = Corner.x * rotcos - Corner.y * rotsin;
rotatedquad.y = Corner.x * rotsin + Corner.y * rotcos;
// Billboard the quads.
if( inFlat )
{
// our right and up vectors are flat in worldspace
pos += (rotatedquad.x * float4(1,0,0,0) + rotatedquad.y * float4(0,0,1,0)) * (Size.x + (Size.y * t));
}
else
{
// The view matrix gives us our right and up vectors.
pos += (rotatedquad.x * InverseViewMatrix[0] + rotatedquad.y * InverseViewMatrix[1]) * (Size.x + (Size.y * t));
}
Out.mPos = mul(float4(pos, 1), WorldToProjection);
Out.mTex0 = (Corner.xy + 1) * 0.5;
if( inAnimTexture )
{
// calculate current texture frame
float frame = floor(framerate * t);
Out.mTex0.x *= framesize;
Out.mTex0.x += framesize * frame;
// y offset of the texture for multiple frame types
Out.mTex0.y *= inTexOffset.z;
Out.mTex0.y += inTexOffset.x;
}
Out.mTex1.x = alpha;
// ramp texture offset for multiple ramps in the same texture.
Out.mTex1.y = inTexOffset.y;
Out.mTex2 = 0.5 * Out.mPos.xy / Out.mPos.w + 0.5;
Out.mTex2.y = 1 - Out.mTex2.y;
}
return Out;
}
WORLD_OUTPUT WorldVSAlign(
float2 Corner : POSITION0,
float4 Pos: POSITION1,
float2 Size: TEXCOORD0,
float4 Velocity: TEXCOORD1,
float3 Acceleration: TEXCOORD2,
float4 inTime : TEXCOORD3,
float3 inTexOffset : TEXCOORD4,
float3 dragCoeff : TEXCOORD5,
uniform bool inAnimTexture,
uniform bool nomovement
)
{
WORLD_OUTPUT Out = (WORLD_OUTPUT)0;
// get amount of time elapsed since creation
float t = time - inTime.x;
float lifetime = inTime.y;
float framerate = inTime.z;
float framesize = inTime.w;
// get the alpha value
float alpha = t / lifetime;
// does this thing actually let us early out?
//if( alpha < 1.0f )
{
// initial position
float3 pos = Pos.xyz;
float EXP = 0;
if ( 1 == DragEnabled )
EXP = pow(2.71828183,-dragCoeff.x*t);
if( !nomovement )
{
if ( 1 == DragEnabled )
pos += ( dragCoeff.z * Acceleration.xyz - dragCoeff.y * Velocity.xyz ) * ( EXP - 1 ) + dragCoeff.y * Acceleration.xyz * t;
else
pos += Velocity.xyz * t + (0.5 * Acceleration.xyz * pow(t,2));
}
// move position into view space
pos = mul( float4(pos, 1), ViewMatrix );
// get the direction into view space that we are heading
float3 v = float3(0,0,0);
if ( 1 == DragEnabled )
v = ( -dragCoeff.y * Acceleration.xyz + Velocity.xyz ) * EXP + dragCoeff.y * Acceleration.xyz;
else
v = normalize(Velocity.xyz + (Acceleration.xyz * t));
float3 viewspacedirection = mul(v, ViewMatrix);
viewspacedirection = normalize(viewspacedirection);
// calculate the cross product of the direction of the beam and the direction of the camera
// to get our x offset in view space
float3 xoffset = cross(float3(0,0,1), viewspacedirection);
xoffset = normalize(xoffset) * Corner.x * (Size.x + (Size.y * t));
// and our y offset in view space is just the actual direction we are going
float3 zoffset = viewspacedirection * Corner.y * (Size.x + (Size.y * t));
// get the position into view space
pos += xoffset;
pos += zoffset;
// get us into regular projection space
Out.mPos = mul(float4(pos, 1), Projection);
Out.mTex0.xy = (Corner.xy + 1) * 0.5;
if( inAnimTexture )
{
// calculate current texture frame
float frame = floor(framerate * t);
Out.mTex0.x *= framesize;
Out.mTex0.x += framesize * frame;
// y offset of the texture for multiple frame types
Out.mTex0.y *= inTexOffset.z;
Out.mTex0.y += inTexOffset.x;
}
Out.mTex1.x = alpha;
// ramp texture offset for multiple ramps in the same texture.
Out.mTex1.y = inTexOffset.y;
}
return Out;
}
struct PS_OUTPUT {
float4 color : COLOR0;
};
PS_OUTPUT WorldPS(WORLD_OUTPUT inData)
{
PS_OUTPUT o = (PS_OUTPUT)0;
o.color = tex2D(ParticleSampler0,inData.mTex0) * tex2D(ParticleSampler1,inData.mTex1);
return o;
}
PS_OUTPUT WorldRefractPS( WORLD_OUTPUT inData)
{
PS_OUTPUT o = (PS_OUTPUT)0;
float4 texel0 = tex2D(ParticleSampler0,inData.mTex0);
float2 offset = 0.005 * ( 2 * texel0.rg - 1 );
float3 color = tex2D(BackgroundSampler,inData.mTex2+offset).rgb;
float alpha = texel0.a * tex2D(ParticleSampler1,inData.mTex1).a;
o.color = float4(color,alpha);
return o;
}
float4 LightPS(WORLD_OUTPUT inData) : COLOR
{
return tex2D(ParticleSampler0, inData.mTex0) * tex2D(ParticleSampler1,inData.mTex1);
}
struct BEAM_OUTPUT {
float4 mPos: POSITION;
float4 mColor: COLOR0;
float2 mUv0: TEXCOORD0;
float2 mUv1: TEXCOORD1;
};
/*
For each vertex in the beam we want the direction along the bream either + or -
to be transformed into view space.
then the offset = cross( view space camera direction, view space beam direction )
normalize this and add it to the position.
*/
BEAM_OUTPUT BeamVS(float3 Pos: POSITION, float4 Size: TEXCOORD0, float4 Color: TEXCOORD1, float4 Scaling: TEXCOORD2)
{
BEAM_OUTPUT Out;
// initial position
float3 pos = mul( float4(Pos,1), ViewMatrix);
// get the direction into view space.
float3 viewspacedirection = mul( Size.xyz, ViewMatrix);
// calculate the cross product of the direction of the beam and the direction of the camera
float3 offset = cross(float3(0,0,1), viewspacedirection);
// normalize the offset
offset = normalize(offset) * Size.w;
// get the position into view space
pos += offset;
Out.mPos = mul(float4(pos, 1), Projection);
Out.mColor = Color;
Out.mUv0.x = Scaling.x + (Scaling.z * time);
Out.mUv0.y = Scaling.y + (Scaling.w * time);
Out.mUv1 = Scaling.xy;
return Out;
}
float4 BeamPS(BEAM_OUTPUT inData, uniform int textureCount) : COLOR
{
float4 color;
if( textureCount == 1 )
{
color = tex2D(ParticleSampler0Wrap, inData.mUv0) * inData.mColor;
}
if( textureCount == 2 )
{
color = tex2D(ParticleSampler0Wrap, inData.mUv0) * tex2D(ParticleSampler1, inData.mUv1) * inData.mColor;
}
return color;
}
struct TRAIL_OUTPUT {
float4 mPos: POSITION;
float2 mUv0: TEXCOORD0;
float2 mUv1: TEXCOORD1;
};
TRAIL_OUTPUT TrailVS(float3 Pos: POSITION, float3 Direction: TEXCOORD0, float3 Lifetime: TEXCOORD1, float4 Width: TEXCOORD2)
{
TRAIL_OUTPUT Out;
// time this strip started
float originTime = Width.w;
float startTime = Lifetime.x;
float lifetime = Lifetime.y;
float repeatRate = Lifetime.z;
// get amount of time elapsed since creation
float t = (time - startTime) / lifetime;
// get amount of time lapsed since beginning of strip
float vee = (startTime - originTime) / lifetime;
float repeatvee = vee * repeatRate; //frac(vee);
// initial position
float3 pos = mul( float4(Pos,1), ViewMatrix);
// get the direction into view space.
float3 viewspacedirection = mul( Direction.xyz, ViewMatrix);
// calculate the cross product of the direction of the beam and the direction of the camera
float3 offset = cross(float3(0,0,1), viewspacedirection);
// normalize the offset
offset = normalize(offset) * Width.x;
// get the position into view space
pos += offset;
// get the position into projection space
Out.mPos = mul(float4(pos, 1), Projection);
// output some useful uv's
Out.mUv0 = float2(Width.z, repeatRate);
Out.mUv1 = float2(t, Width.z);
return Out;
}
float4 TrailPS(TRAIL_OUTPUT inData) : COLOR
{
if( inData.mUv1.x > 0.0 && inData.mUv1.x < 1.0 )
return tex2D(ParticleSampler1, inData.mUv1) * tex2D(ParticleSampler0Wrap, inData.mUv0);
else
return float4(0, 0, 0, 0);
}
// ********************************************************************************
// *** TRamp
// ********************************************************************************
technique TRamp_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRamp_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRamp_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRamp_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRamp_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRamp_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,false);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampAnimate
// ********************************************************************************
technique TRampAnimate_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimate_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimate_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimate_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimate_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimate_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true, false);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampAlign
// ********************************************************************************
technique TRampAlign_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlign_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlign_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVSAlign(false, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlign_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVSAlign(false, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlign_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVSAlign(false, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlign_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, false);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampAnimateAlign
// ********************************************************************************
technique TRampAnimateAlign_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlign_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlign_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlign_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlign_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVSAlign(true, false);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlign_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, false);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampAnimateAlignToBone
// ********************************************************************************
technique TRampAnimateAlignToBone_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlignToBone_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlignToBone_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlignToBone_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlignToBone_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVSAlign(true, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateAlignToBone_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(true, true);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampAlignToBone
// ********************************************************************************
technique TRampAlignToBone_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlignToBone_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlignToBone_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlignToBone_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlignToBone_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVSAlign(false, true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAlignToBone_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVSAlign(false, true);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampFlat
// ********************************************************************************
technique TRampFlat_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampFlat_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampFlat_ADD
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_One )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampFlat_ALPHABLEND
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampFlat_PREMODALPHA
{
pass P0
{
AlphaState( AlphaBlend_One_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
//ColorWriteEnable = 0x7;
VertexShader = compile vs_1_1 WorldVS(false,true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampFlat_REFRACT
{
pass P0
{
AlphaState( AlphaBlend_SrcAlpha_InvSrcAlpha_Write_RGB )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(false,true);
PixelShader = compile ps_2_0 WorldRefractPS();
}
}
// ********************************************************************************
// *** TRampAnimateFlat
// ********************************************************************************
technique TRampAnimateFlat_MODULATEINVERSE
{
pass P0
{
AlphaState( AlphaBlend_Zero_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )
VertexShader = compile vs_1_1 WorldVS(true,true);
PixelShader = compile ps_2_0 WorldPS();
}
}
technique TRampAnimateFlat_MODULATE2XINVERSE
{
pass P0
{
AlphaState( AlphaBlend_InvDestColor_InvSrcColor )
DepthState( Depth_Enable_Less_Write_None )
RasterizerState( Rasterizer_Cull_None )