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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH
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#include "ParticleEmitterGraph.GPU.h"
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void ParticleEmitterGPUGenerator::ProcessGroupTools(Box* box, Node* node, Value& value)
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{
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switch (node->TypeID)
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{
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// Linearize Depth
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case 7:
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{
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// Get input
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const Value depth = tryGetValue(node->GetBox(0), Value::Zero).AsFloat();
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// Linearize raw device depth
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linearizeSceneDepth(node, depth, value);
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break;
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}
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// Time
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case 8:
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{
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value = box->ID == 0 ? Value(VariantType::Float, TEXT("Time")) : Value(VariantType::Float, TEXT("DeltaTime"));
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break;
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}
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// Transform Position To Screen UV
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case 9:
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{
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const Value position = tryGetValue(node->GetBox(0), Value::Zero).AsVector3();
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const Value projPos = writeLocal(VariantType::Vector4, String::Format(TEXT("mul(float4({0}, 1.0f), ViewProjectionMatrix)"), position.Value), node);
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_writer.Write(TEXT("\t{0}.xy /= {0}.w;\n"), projPos.Value);
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_writer.Write(TEXT("\t{0}.xy = {0}.xy * 0.5f + 0.5f;\n"), projPos.Value);
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value = Value(VariantType::Vector2, projPos.Value + TEXT(".xy"));
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break;
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}
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default:
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ShaderGenerator::ProcessGroupTools(box, node, value);
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break;
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}
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}
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#endif
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