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guys, can you help me regarding to this code?
i found this code of ranonlinegs.exe A.K.A Game.exe of Ran World.
what do you think?
Useful or not?
Code:
texture MeshTexture;
float4x4 mWorld;
float4x4 mWorldView;
float4x4 mWorldViewProjection;
float4 vFocalPlane;
float fHyperfocalDistance = 0.01f;
float MaxBlurFactor = 3.0f / 4.0f;
float4 LightDir;
float4 LightAmbient;
float4 LightDiffuse;
sampler RenderTargetSampler =
sampler_state
{
Texture = <RenderTargetTexture>;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
sampler MeshTextureSampler =
sampler_state
{
Texture = <MeshTexture>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Diffuse : COLOR;
float2 TextureUV : TEXCOORD0;
};
VS_OUTPUT WorldVertexShader( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float2 vTexCoord0 : TEXCOORD0 )
{
VS_OUTPUT Output;
float3 vViewPosition;
float3 vWorldNormal;
float fBlurFactor;
Output.Position = mul(vPos, mWorldViewProjection);
vViewPosition = mul(vPos, (float4x3)mWorldView);
vWorldNormal = mul(vNormal, (float3x3)mWorld);
Output.Diffuse.rgb = (LightDiffuse * max(0,dot(vWorldNormal, -LightDir)) * LightAmbient)/1.32f;
fBlurFactor = dot(float4(vViewPosition, 1.0), vFocalPlane)*fHyperfocalDistance;
Output.Diffuse.a = fBlurFactor*fBlurFactor;
Output.Diffuse.a = min(Output.Diffuse.a, MaxBlurFactor);
Output.Diffuse.a = 1.0f - Output.Diffuse.a;
Output.TextureUV = vTexCoord0;
return Output;
}
float4 WorldPixelShader( VS_OUTPUT In ) : COLOR
{
return tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;
}
float4 DepthOfFieldFourTexcoords( in float2 OriginalUV : TEXCOORD0,
in float2 JitterUV[3] : TEXCOORD1 ) : COLOR
{
float4 Original = tex2D(RenderTargetSampler, OriginalUV);
float Alpha = 1.0f - Original.a;
float4 Jitter[3];
float3 Blurred;
for(int i = 0; i < 3; i++)
{
Jitter[i] = tex2D(RenderTargetSampler, JitterUV[i]);
Jitter[i].rgb = lerp(Original.rgb, Jitter[i].rgb, Alpha);
}
Blurred = lerp(Jitter[0].rgb, Jitter[1].rgb, 0.5);
Blurred = lerp(Jitter[2].rgb, Blurred, 0.66666);
float4 returnValue = float4(Blurred, 1.0f);
if( Original.a <= 0.02f ) returnValue = Original;
return returnValue;
}
float4 RenderBlurFactor( in float2 OriginalUV : TEXCOORD0 ) : COLOR
{
float4 Original = tex2D(RenderTargetSampler, OriginalUV);
float4 returnValue = Original.a;
if( Original.a <= 0.02f ) returnValue = 1.0f;
return returnValue; // Invert so the screen isn't pure white
}
technique WorldWithBlurFactor
{
pass P0
{
VertexShader = compile vs_1_1 WorldVertexShader();
PixelShader = compile ps_1_1 WorldPixelShader();
}
}
technique UsePS11FourTexcoordsWithRings<float MaxBlurFactor = 3.0f / 4.0f;>
{
pass P0
{
PixelShader = compile ps_2_0 DepthOfFieldFourTexcoords();
}
}
technique ShowBlurFactor
{
pass P0
{
PixelShader = compile ps_2_0 RenderBlurFactor();
}
}
Here's My Attachment for this Code
Re: guys, can you help me regarding to this code?
Re: guys, can you help me regarding to this code?
hehe, yah.. wrong Thread sir im so sorry...
Re: guys, can you help me regarding to this code?
Wrong Thread Please Go To Ran Help Section...