1: //--------------------------------------------------------------------------------------
   2: // File: main.fx
   3: //
   4: //--------------------------------------------------------------------------------------
   5: 
   6: 
   7: //--------------------------------------------------------------------------------------
   8: // Global variables
   9: //--------------------------------------------------------------------------------------
  10: cbuffer cb0
  11: {
  12: 	float4 g_MaterialAmbientColor;      // Material's ambient color
  13: 	float4 g_MaterialDiffuseColor;      // Material's diffuse color
  14: 	float3 g_LightDir;                  // Light's direction in world space
  15: 	float4 g_LightDiffuse;              // Light's diffuse color
  16: 
  17: 	float4x4 g_mWorld;                  // World matrix for object
  18: 	float4x4 g_mWorldView;              // World * View matrix
  19: 	float4x4 g_mWorldViewProjection;    // World * View * Projection matrix
  20: }
  21: 
  22: cbuffer cb1
  23: {
  24: 	float g_fZmin;              // 
  25: 	float g_fZmid;              // 
  26: 	float g_fZmax;              // 
  27: 	float g_fBaseValue;
  28: 	float g_fCompValue;// 0.00002 - 0.00002
  29: }
  30: 
  31: Texture2D g_MeshTexture;              // Color texture for mesh
  32: 
  33: //--------------------------------------------------------------------------------------
  34: // Texture samplers
  35: //--------------------------------------------------------------------------------------
  36: SamplerState MeshTextureSampler
  37: {
  38:     Filter = MIN_MAG_MIP_LINEAR;
  39:     AddressU = Wrap;
  40:     AddressV = Wrap;
  41: };
  42: 
  43: //--------------------------------------------------------------------------------------
  44: // BlendState
  45: //--------------------------------------------------------------------------------------
  46: BlendState SrcAlphaBlending
  47: {
  48:     AlphaToCoverageEnable = FALSE;
  49:     BlendEnable[0] = TRUE;
  50:     SrcBlend = SRC_ALPHA;
  51:     DestBlend = INV_SRC_ALPHA;
  52:     BlendOp = ADD;
  53:     SrcBlendAlpha = ZERO;
  54:     DestBlendAlpha = ZERO;
  55:     BlendOpAlpha = ADD;
  56:     RenderTargetWriteMask[0] = 0x0F;
  57: };
  58: BlendState DisableAlphaBlending
  59: {
  60:     AlphaToCoverageEnable = FALSE;
  61:     BlendEnable[0] = FALSE;
  62:     RenderTargetWriteMask[0] = 0x0F;
  63: };
  64: 
  65: DepthStencilState DisableDepth
  66: {
  67:     DepthEnable = FALSE;
  68:     DepthWriteMask = ZERO;
  69: };
  70: 
  71: DepthStencilState EnableDepth
  72: {
  73:     DepthEnable = TRUE;
  74:     DepthWriteMask = ALL;
  75: };
  76: 
  77: DepthStencilState NoWriteDepth
  78: {
  79:     DepthEnable = TRUE;
  80:     DepthWriteMask = ZERO;
  81: };
  82: 
  83: RasterizerState CullNone
  84: {
  85: 	FillMode = SOLID;
  86: 	CullMode = NONE;
  87: };
  88: 
  89: //--------------------------------------------------------------------------------------
  90: // Vertex shader output structure
  91: //--------------------------------------------------------------------------------------
  92: struct VS_OUTPUT
  93: {
  94:     float4 Position   : SV_Position;   // vertex position 
  95:     float4 Diffuse    : COLOR0;     // vertex diffuse color (note that COLOR0 is clamped from 0..1)
  96:     float2 TextureUV  : TEXCOORD0;  // vertex texture coords 
  97: };
  98: 
  99: struct VS_OUTPUT_CLIPPING
 100: {
 101:     float4 Position   : SV_Position;   // vertex position 
 102:     float4 Diffuse    : COLOR0;     // vertex diffuse color (note that COLOR0 is clamped from 0..1)
 103:     float2 TextureUV  : TEXCOORD0;  // vertex texture coords 
 104:     float1 depth      : TEXCOORD1;
 105: };
 106: 
 107: //--------------------------------------------------------------------------------------
 108: // This shader computes standard transform and lighting
 109: //--------------------------------------------------------------------------------------
 110: VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, 
 111:                          float3 vNormal : NORMAL,
 112:                          float2 vTexCoord0 : TEXCOORD0 )
 113: {
 114:     VS_OUTPUT Output;
 115:     float3 vNormalWorldSpace;
 116:     
 117:     // Transform the position from object space to homogeneous projection space
 118:     Output.Position = mul(vPos, g_mWorldViewProjection);
 119:     
 120:     // Transform the normal from object space to world space    
 121:     vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
 122: 
 123:     // Calc diffuse color    
 124:     Output.Diffuse = g_MaterialDiffuseColor * g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_LightDir)) + 
 125:                      g_MaterialAmbientColor;   
 126:     
 127:     // Just copy the texture coordinate through
 128:     Output.TextureUV = vTexCoord0; 
 129:     
 130:     return Output;    
 131: }
 132: 
 133: //--------------------------------------------------------------------------------------
 134: // This shader outputs the pixel's color by modulating the texture's
 135: // color with diffuse material color
 136: //--------------------------------------------------------------------------------------
 137: float4 RenderScenePS( VS_OUTPUT In ) : SV_Target
 138: { 
 139:     // Lookup mesh texture and modulate it with diffuse
 140:     return g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV) * In.Diffuse;
 141: }
 142: 
 143: //--------------------------------------------------------------------------------------
 144: // Renders scene 
 145: //--------------------------------------------------------------------------------------
 146: technique10 RenderScene
 147: {
 148:     pass P0
 149:     {       
 150: 		SetVertexShader( CompileShader( vs_4_0, RenderSceneVS() ) );
 151:         SetGeometryShader( NULL );
 152:         SetPixelShader( CompileShader( ps_4_0, RenderScenePS() ) );
 153:         
 154:         SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
 155:         SetDepthStencilState( EnableDepth, 0 );
 156:         SetRasterizerState( CullNone );  
 157:     }
 158: }
 159: 
 160: //--------------------------------------------------------------------------------------
 161: // This shader computes standard transform and lighting
 162: //--------------------------------------------------------------------------------------
 163: VS_OUTPUT_CLIPPING RenderSceneClippingVS( float4 vPos : POSITION, 
 164:                          float3 vNormal : NORMAL,
 165:                          float2 vTexCoord0 : TEXCOORD0 )
 166: {
 167:     VS_OUTPUT_CLIPPING Output;
 168:     float3 vNormalWorldSpace;
 169:     
 170:     // Transform the position from object space to homogeneous projection space
 171:     Output.Position = mul(vPos, g_mWorldViewProjection);
 172:     Output.depth = Output.Position.w;
 173:     
 174:     // Transform the normal from object space to world space    
 175:     vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
 176: 
 177:     // Calc diffuse color    
 178:     Output.Diffuse = g_MaterialDiffuseColor * g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_LightDir)) + 
 179:                      g_MaterialAmbientColor;   
 180:     
 181:     // Just copy the texture coordinate through
 182:     Output.TextureUV = vTexCoord0; 
 183:     
 184:     return Output;    
 185: }
 186: 
 187: //--------------------------------------------------------------------------------------
 188: // This shader outputs the pixel's color by modulating the texture's
 189: // color with diffuse material color
 190: //--------------------------------------------------------------------------------------
 191: float4 RenderSceneClippingPS( VS_OUTPUT_CLIPPING In ) : SV_Target
 192: { 
 193: 	clip(In.depth.x - g_fZmin );
 194: 	clip(g_fZmax - In.depth.x );
 195: 
 196:     // Lookup mesh texture and modulate it with diffuse
 197:     return g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV) * In.Diffuse;
 198: }
 199: 
 200: //--------------------------------------------------------------------------------------
 201: // Renders scene with Clipping
 202: //--------------------------------------------------------------------------------------
 203: technique10 RenderSceneClipping
 204: {
 205:     pass P0
 206:     {       
 207: 		SetVertexShader( CompileShader( vs_4_0, RenderSceneClippingVS() ) );
 208:         SetGeometryShader( NULL );
 209:         SetPixelShader( CompileShader( ps_4_0, RenderSceneClippingPS() ) );
 210:         
 211:         SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
 212:         SetDepthStencilState( EnableDepth, 0 );
 213:         SetRasterizerState( CullNone );  
 214:     }
 215: }
 216: 
 217: //--------------------------------------------------------------------------------------
 218: // Partial sort
 219: //--------------------------------------------------------------------------------------
 220: struct GS_SORT_IN
 221: {
 222:     float3 Position   : POSITION;   // vertex position 
 223:     float3 Normal     : NORMAL;     // vertex normal
 224:     float2 TextureUV  : TEXCOORD0;  // vertex texture coords 
 225: };
 226: 
 227: GS_SORT_IN PartialSortVS( GS_SORT_IN input )
 228: {
 229: 	return input;
 230: }
 231: 
 232: GS_SORT_IN InterpolateVertex(GS_SORT_IN s0, GS_SORT_IN s1, float rate)
 233: {
 234: 	GS_SORT_IN output;
 235: 	
 236: 	output.Position  = lerp(s0.Position,  s1.Position,  rate);
 237: 	output.Normal    = lerp(s0.Normal,    s1.Normal,    rate);
 238: 	output.TextureUV = lerp(s0.TextureUV, s1.TextureUV, rate);
 239: 	
 240: 	return output;
 241: }
 242: 
 243: [maxvertexcount(6)]
 244: void PartialSortFrontGS( triangle GS_SORT_IN input[3], inout TriangleStream<GS_SORT_IN> OutputStream )
 245: {
 246: #if 0
 247:     OutputStream.Append( input[0] );
 248:     OutputStream.Append( input[0] );
 249:     OutputStream.Append( input[0] );
 250: #else
 251:     float z0 = mul(input[0].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 252:     float z1 = mul(input[1].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 253:     float z2 = mul(input[2].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 254: 
 255: 	if(z0 <= 0.0)
 256: 	{
 257:         OutputStream.Append( input[0] );
 258: 		if(z1 <= 0.0)
 259: 		{
 260: 	        OutputStream.Append( input[1] );
 261: 			if(z2 <= 0.0)
 262: 			{
 263: 		        OutputStream.Append( input[2] );
 264: 			}else{
 265: 		        OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 266: 		        
 267: OutputStream.RestartStrip();
 268: 		        OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 269: 		        OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 270: 		        OutputStream.Append( input[0] );
 271: 			}
 272: 		}else{
 273: 	        OutputStream.Append( InterpolateVertex(input[0], input[1], z0/(z0-z1)) );
 274: 			if(z2 <= 0.0)
 275: 			{
 276: 				OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 277: OutputStream.RestartStrip();
 278: 		        
 279: 				OutputStream.Append( input[0] );
 280: 				OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 281: 				OutputStream.Append( input[2] );
 282: 			}else{
 283: 				OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 284: 			}
 285: 		}
 286:     OutputStream.RestartStrip();
 287: 	}else
 288: 	if(z1 <= 0.0)
 289: 	{
 290:         OutputStream.Append( InterpolateVertex(input[0], input[1], z0/(z0-z1)) );
 291: 		OutputStream.Append( input[1] );
 292: 		if(z2 <= 0.0)
 293: 		{
 294: 			OutputStream.Append( input[2] );
 295: OutputStream.RestartStrip();
 296: 
 297: 	        OutputStream.Append( InterpolateVertex(input[0], input[1], z0/(z0-z1)) );
 298: 			OutputStream.Append( input[2] );
 299: 	        OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 300: 		}else{
 301: 	        OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 302: 		}
 303:     OutputStream.RestartStrip();
 304: 	}else
 305: 	if(z2 <= 0.0)
 306: 	{
 307:         OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 308:         OutputStream.Append( input[2] );
 309:         OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 310:     OutputStream.RestartStrip();
 311: 	}else{
 312: //        OutputStream.Append( input[0] );
 313: //        OutputStream.Append( input[0] );
 314: //        OutputStream.Append( input[0] );
 315: 	}
 316: #endif
 317: }
 318: 
 319: [maxvertexcount(6)]
 320: void PartialSortBackGS( triangle GS_SORT_IN input[3], inout TriangleStream<GS_SORT_IN> OutputStream )
 321: {
 322: #if 0
 323:     OutputStream.Append( input[0] );
 324:     OutputStream.Append( input[1] );
 325:     OutputStream.Append( input[2] );
 326: #elif 0
 327:     float z0 = mul(input[0].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 328:     float z1 = mul(input[1].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 329:     float z2 = mul(input[2].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 330: 
 331: 	if(0 < z0 && 0 < z1 && 0 < z2)
 332: 	{
 333: 		OutputStream.Append( input[0] );
 334: 		OutputStream.Append( input[1] );
 335:         OutputStream.Append( input[2] );
 336: 	}else{
 337: 		OutputStream.Append( input[0] );
 338: 		OutputStream.Append( input[0] );
 339: 		OutputStream.Append( input[0] );
 340: 	}
 341: #else
 342:     float z0 = mul(input[0].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 343:     float z1 = mul(input[1].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 344:     float z2 = mul(input[2].Position.xyz, (float3x3)g_mWorldView).z + g_mWorldView._43 - g_fZmid;
 345: 
 346: 	if(0 < z0)
 347: 	{
 348:         OutputStream.Append( input[0] );
 349: 		if(0 < z1)
 350: 		{
 351: 	        OutputStream.Append( input[1] );
 352: 			if(0 < z2)
 353: 			{
 354: 		        OutputStream.Append( input[2] );
 355: 			}else{
 356: 		        OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 357: OutputStream.RestartStrip();
 358: 		        
 359: 		        OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 360: 		        OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 361: 		        OutputStream.Append( input[0] );
 362: 			}
 363: 		}else
 364: 		{
 365: 	        OutputStream.Append( InterpolateVertex(input[0], input[1], z0/(z0-z1)) );
 366: 			if(0 < z2)
 367: 			{
 368: 				OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 369: OutputStream.RestartStrip();
 370: 		        
 371: 				OutputStream.Append( input[0] );
 372: 				OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 373: 				OutputStream.Append( input[2] );
 374: 			}else{
 375: 				OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 376: 			}
 377: 		}
 378:     OutputStream.RestartStrip();
 379: 	}else
 380: 	if(0 < z1)
 381: 	{
 382:         OutputStream.Append( InterpolateVertex(input[0], input[1], z0/(z0-z1)) );
 383: 		OutputStream.Append( input[1] );
 384: 		if(0 < z2)
 385: 		{
 386: 			OutputStream.Append( input[2] );
 387: OutputStream.RestartStrip();
 388: 
 389: 	        OutputStream.Append( InterpolateVertex(input[0], input[1], z0/(z0-z1)) );
 390: 			OutputStream.Append( input[2] );
 391: 	        OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 392: 		}else{
 393: 	        OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 394: 		}
 395:     OutputStream.RestartStrip();
 396: 	}else
 397: 	if(0 < z2)
 398: 	{
 399:         OutputStream.Append( InterpolateVertex(input[1], input[2], z1/(z1-z2)) );
 400:         OutputStream.Append( input[2] );
 401:         OutputStream.Append( InterpolateVertex(input[2], input[0], z2/(z2-z0)) );
 402:     OutputStream.RestartStrip();
 403: 	}else{
 404: //        OutputStream.Append( input[0] );
 405: //        OutputStream.Append( input[0] );
 406: //        OutputStream.Append( input[0] );
 407: 	}
 408: #endif
 409: }
 410: 
 411: GeometryShader gsStreamOutFront = ConstructGSWithSO( CompileShader( gs_4_0, PartialSortFrontGS() ), "POSITION.xyz; NORMAL.xyz; TEXCOORD0.xy" );
 412: GeometryShader gsStreamOutBack  = ConstructGSWithSO( CompileShader( gs_4_0, PartialSortBackGS () ), "POSITION.xyz; NORMAL.xyz; TEXCOORD0.xy" );
 413: 
 414: //--------------------------------------------------------------------------------------
 415: // Renders scene with Clipping
 416: //--------------------------------------------------------------------------------------
 417: technique10 TechPartialSortFront
 418: {
 419:     pass P0
 420:     {       
 421: 		SetVertexShader( CompileShader( vs_4_0, PartialSortVS() ) );
 422: 		SetGeometryShader( gsStreamOutFront );
 423:         SetPixelShader( NULL );
 424: 
 425:         SetDepthStencilState( DisableDepth, 0 );
 426:     }
 427: }
 428: //--------------------------------------------------------------------------------------
 429: technique10 TechPartialSortBack
 430: {
 431:     pass P0
 432:     {       
 433: 		SetVertexShader( CompileShader( vs_4_0, PartialSortVS() ) );
 434: 		SetGeometryShader( gsStreamOutBack );
 435:         SetPixelShader( NULL );
 436: 
 437:         SetDepthStencilState( DisableDepth, 0 );
 438:     }
 439: }
 440: 
 441: 
 442: //--------------------------------------------------------------------------------------
 443: // BG
 444: //--------------------------------------------------------------------------------------
 445: struct VS_OUTPUT_BG
 446: {
 447:     float4 Position   : SV_Position;   // vertex position 
 448:     float2 TextureUV  : TEXCOORD0;  // vertex texture coords 
 449: };
 450: //--------------------------------------------------------------------------------------
 451: VS_OUTPUT_BG RenderSceneBgVS( float4 vPos : POSITION, 
 452:                          float2 vTexCoord0 : TEXCOORD0 )
 453: {
 454:     VS_OUTPUT_BG Output;
 455:     
 456:     Output.Position = vPos;
 457:     Output.TextureUV = vTexCoord0; 
 458:     
 459:     return Output;    
 460: }
 461: //--------------------------------------------------------------------------------------
 462: float4 RenderSceneBgPS( VS_OUTPUT_BG In ) : SV_Target
 463: { 
 464:     return g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV);
 465: }
 466: //--------------------------------------------------------------------------------------
 467: technique10 RenderSceneBg
 468: {
 469:     pass P0
 470:     {       
 471: 		SetVertexShader( CompileShader( vs_4_0, RenderSceneBgVS() ) );
 472:         SetGeometryShader( NULL );
 473:         SetPixelShader( CompileShader( ps_4_0, RenderSceneBgPS() ) );
 474:         
 475:         SetDepthStencilState( DisableDepth, 0 );
 476:         SetRasterizerState( CullNone );  
 477:     }
 478: }
 479: 
 480: 
 481: //--------------------------------------------------------------------------------------
 482: // SNOW
 483: //--------------------------------------------------------------------------------------
 484: struct GS_SNOW_IN
 485: {
 486:     float4 Pos0   : POSITION;   // vertex position 
 487:     float4 Pos1   : TEXCOORD0;
 488:     float4 Pos2   : TEXCOORD2;
 489:     float4 Pos3   : TEXCOORD1;
 490: };
 491: struct GS_OUTPUT_SNOW
 492: {
 493:     float4 Position   : SV_Position;   // vertex position 
 494:     float2 TextureUV  : TEXCOORD0;  // vertex texture coords 
 495: };
 496: //--------------------------------------------------------------------------------------
 497: GS_SNOW_IN RenderSceneSnowVS( float3 vPos : POSITION, 
 498:                          float3 vBinormal : BINORMAL,
 499:                          float3 vTangent : TANGENT )
 500: {
 501:     GS_SNOW_IN Output;
 502:     const float SCALE = 0.05;
 503:     
 504:     Output.Pos0 = mul(float4(vPos, 1.0), g_mWorldViewProjection);
 505:     vPos += vBinormal * SCALE;
 506:     Output.Pos1 = mul(float4(vPos, 1.0), g_mWorldViewProjection);
 507:     vPos += vTangent * SCALE;
 508:     Output.Pos3 = mul(float4(vPos, 1.0), g_mWorldViewProjection);
 509:     vPos -= vBinormal * SCALE;
 510:     Output.Pos2 = mul(float4(vPos, 1.0), g_mWorldViewProjection);
 511:     
 512:     return Output;    
 513: }
 514: //--------------------------------------------------------------------------------------
 515: [maxvertexcount(4)]
 516: void RenderSceneSnowGS( point GS_SNOW_IN input[1], inout TriangleStream<GS_OUTPUT_SNOW> OutputStream )
 517: {
 518: 	GS_OUTPUT_SNOW output;
 519: 	
 520: 	output.Position = input[0].Pos0;
 521: 	output.TextureUV = float2(0,0);
 522:     OutputStream.Append( output );
 523:     
 524: 	output.Position = input[0].Pos1;
 525: 	output.TextureUV = float2(0,1);
 526:     OutputStream.Append( output );
 527: 	
 528: 	output.Position = input[0].Pos2;
 529: 	output.TextureUV = float2(1,0);
 530:     OutputStream.Append( output );
 531: 	
 532: 	output.Position = input[0].Pos3;
 533: 	output.TextureUV = float2(1,1);
 534:     OutputStream.Append( output );
 535: 
 536:     OutputStream.RestartStrip();
 537: }
 538: //--------------------------------------------------------------------------------------
 539: float4 RenderSceneSnowPS( GS_OUTPUT_SNOW In ) : SV_Target
 540: { 
 541: 	float tex = g_MeshTexture.Sample(MeshTextureSampler, In.TextureUV).r;
 542: 	clip(tex - 0.9 );
 543: 
 544:     return float4(tex,tex,tex,1);
 545: }
 546: //--------------------------------------------------------------------------------------
 547: technique10 RenderSceneSnow
 548: {
 549:     pass P0
 550:     {       
 551: 		SetVertexShader( CompileShader( vs_4_0, RenderSceneSnowVS() ) );
 552:         SetGeometryShader( CompileShader( gs_4_0, RenderSceneSnowGS() ) );
 553:         SetPixelShader( CompileShader( ps_4_0, RenderSceneSnowPS() ) );
 554:         
 555:         SetDepthStencilState( NoWriteDepth, 0 );
 556:         SetRasterizerState( CullNone );  
 557:     }
 558: }
 559: //--------------------------------------------------------------------------------------
 560: VS_OUTPUT RenderSceneDepthVS( float4 vPos : POSITION, 
 561:                          float3 vNormal : NORMAL,
 562:                          float2 vTexCoord0 : TEXCOORD0 )
 563: {
 564:     VS_OUTPUT Output;
 565:     
 566:     Output.Position = mul(vPos, g_mWorldViewProjection);
 567:     Output.Diffuse = 0;   
 568:     Output.TextureUV.r = Output.Position.z;
 569:     Output.TextureUV.g = 0;
 570:     
 571:     return Output;    
 572: }
 573: 
 574: float4 RenderSceneDepthPS( VS_OUTPUT In ) : SV_Target
 575: { 
 576:     return In.TextureUV.rrrr;
 577: }
 578: 
 579: technique10 RenderSceneDepth
 580: {
 581:     pass P0
 582:     {       
 583: 		SetVertexShader( CompileShader( vs_4_0, RenderSceneDepthVS() ) );
 584:         SetGeometryShader( NULL );
 585:         SetPixelShader( CompileShader( ps_4_0, RenderSceneDepthPS() ) );
 586:         
 587:         SetBlendState( DisableAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
 588:         SetDepthStencilState( EnableDepth, 0 );
 589:         SetRasterizerState( CullNone );  
 590:     }
 591: }
 592: //--------------------------------------------------------------------------------------
 593: VS_OUTPUT RenderSnowMapVS( float4 vPos : POSITION,
 594:                          float2 vTexCoord0 : TEXCOORD0 )
 595: {
 596:     VS_OUTPUT Output = (VS_OUTPUT)0;
 597:     const float SNOWMAP_INV = 1.0/256.0;
 598:     
 599:     float bias = g_MeshTexture.SampleLevel(MeshTextureSampler, vTexCoord0, 0).r * 2;//  * 2は、射影行列の(far-near)の補正
 600:     
 601:     float bn = g_MeshTexture.SampleLevel(MeshTextureSampler, vTexCoord0+float2(0,-SNOWMAP_INV), 0).r * 2;
 602:     float bs = g_MeshTexture.SampleLevel(MeshTextureSampler, vTexCoord0+float2(0, SNOWMAP_INV), 0).r * 2;
 603:     float be = g_MeshTexture.SampleLevel(MeshTextureSampler, vTexCoord0+float2(-SNOWMAP_INV,0), 0).r * 2;
 604:     float bw = g_MeshTexture.SampleLevel(MeshTextureSampler, vTexCoord0+float2( SNOWMAP_INV,0), 0).r * 2;
 605:     
 606:     
 607:     vPos.y -= bias * 0.99f;
 608:     Output.Position = mul(vPos, g_mWorldViewProjection);
 609:     Output.Diffuse.rgb = 1;
 610:     Output.Diffuse.a = (vPos.y < -5.0) ? 0: g_fBaseValue;   
 611:     
 612:     Output.Diffuse.a = (g_fCompValue < (bn-bias)*(bn-bias)) ? 0 : Output.Diffuse.a;   
 613:     Output.Diffuse.a = (g_fCompValue < (bs-bias)*(bs-bias)) ? 0 : Output.Diffuse.a;   
 614:     Output.Diffuse.a = (g_fCompValue < (be-bias)*(be-bias)) ? 0 : Output.Diffuse.a;   
 615:     Output.Diffuse.a = (g_fCompValue < (bw-bias)*(bw-bias)) ? 0 : Output.Diffuse.a;   
 616:     
 617:     return Output;    
 618: }
 619: 
 620: float4 RenderSnowMapPS( VS_OUTPUT In ) : SV_Target
 621: {
 622: 	clip(In.Diffuse.a - 0.99);
 623:     return In.Diffuse;
 624: }
 625: 
 626: technique10 RenderSnowMap
 627: {
 628:     pass P0
 629:     {       
 630: 		SetVertexShader( CompileShader( vs_4_0, RenderSnowMapVS() ) );
 631:         SetGeometryShader( NULL );
 632:         SetPixelShader( CompileShader( ps_4_0, RenderSnowMapPS() ) );
 633:         
 634:         SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
 635:         SetDepthStencilState( EnableDepth, 0 );
 636:         SetRasterizerState( CullNone );  
 637:     }
 638: }