Need help to change the width of a vertex shader

Hi I’m trying to change the width of a Vertex shader it deals with overlay radius rings in a game but there thick, i would like to half the size of them, any help would be great thanks. code is bellow there is more to the file if its needed

//////////////////////////////////////////////////////////////////////////////
// Vertex shader

RangeVS_OUTPUT RangeVS(
#ifndef XBOX
RangeVS_INPUT In
#else
int index : INDEX
#endif
)
{
#ifdef XBOX
RangeVS_INPUT In = CreateRangeVertexInput( index );
#endif

// Output from vertex shader
RangeVS_OUTPUT Out = (RangeVS_OUTPUT)0;

// Scale the vertex based on requested range, and add in the instanced position
#if FEATHER_OUT
In.Vertex.xy *= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y + FogIntel.z ) );
#endif
#if FEATHER_IN
In.Vertex.xy *= dot( In.AlphaScalar.yz, float2( max( 0.0f, In.Radius.y - FogIntel.z ), In.Radius.y ) );
#endif
In.Vertex.xy += In.Position.xy - 1;

// Scale the values by the map dimensions and then map to [-1,1]
In.Vertex.xy *= FogIntel.xy;
In.Vertex.xy = In.Vertex.xy * 2 - 1;

// Transform vertex to homogenous clip space
Out.Position = float4( In.Vertex.x, -In.Vertex.y, 1.0f, 1.0f );
#if FEATHER_OUT
Out.Color = In.AlphaScalar.xxxx;
#endif
#if FEATHER_IN
Out.Color = float4( 1.0f, 1.0f, 1.0f, 1.0f ) - In.AlphaScalar.xxxx;
#endif

// Return our finished product
return Out;
}

//////////////////////////////////////////////////////////////////////////////

No help at all ?

This:

#ifndef XBOX

As well as the VS_OUTPUT/VS_INPUT stuff suggests HLSL, which is not really relevant for an OpenGL forum. Also, your question is really confusing. What do you mean by “the width of a vertex shader”? Do you mean the extent of your geometry along one axis?

Sorry i didn’t know what type of shader it was, What i want to change is this the width it renders at?

Uploaded with ImageShack.us

What about scale the In.Radius ?

How would i apply a scale to the In.Radius? thanks

Hi,

I have make a little sample that display something like your picture and where we can resize the inner and outer radius with the top/bottom/right/left keys

It have use DevIL for to have the possibity to load .jpg files

The shader.h file :


#include <stdio.h>
#include <stdlib.h>
#include <unistd.h> 
#include <string.h>
#include <math.h>

#include <GL/glew.h> 

#include <GL/gl.h>	
#include <GL/glu.h>	
#include <GL/glut.h> 
 
// Handlers for our vertex shader, fragment shader and program    
extern GLuint vsid, fsid, psid;	

// Textures  
extern GLint  tex0, tex1;

// Fog
extern GLint indist, outdist;
extern GLfloat innersize, outersize;
extern GLint centerxLoc, centeryLoc;
extern GLfloat centerx, centery;
	

// Read in a textfile (GLSL program)
// we need to pass it as a string to the GLSL driver
char *ReadGLSL(char *fn);

// Read in a textfile (GLSL program)
// we can use this to write to a text file
int WriteGLSL(char *fn, char *s);

// Setup shaders
void SetupShaders(char *vsrc, char *fsrc);

The shader.c file:


#include "shader.h"

//Handlers for our vertex, geometry, and fragment shaders
GLuint vsid, fsid, psid;

// variables on your fragment shader
GLint tex0;
GLint tex1;

GLint indist;
GLint outdist;
GLfloat innersize = 0.2f;
GLfloat outersize = 0.4f;

GLint centerxLoc;
GLint centeryLoc;
GLfloat centerx = 0.5f;
GLfloat centery = 0.5f;

		
//Function from: http://www.evl.uic.edu/aej/594/code/ogl.cpp
//Read in a textfile (GLSL program)
// we need to pass it as a string to the GLSL driver
char *ReadGLSL(char *fn) 
{
	FILE *fp;
	char *content = NULL;

	int count=0;

	if (fn != NULL) {
		
		fp = fopen(fn,"rt");

		if (fp != NULL) {
      
        		fseek(fp, 0, SEEK_END);
        		count = ftell(fp);
        		rewind(fp);

			if (count > 0) {
				content = (char *)malloc(sizeof(char) * (count+1));
				count = fread(content,sizeof(char),count,fp);
				content[count] = '\0';
			}
			fclose(fp);
		}
	}
	printf("%s
", content);
	return content;
}

//Function from: http://www.evl.uic.edu/aej/594/code/ogl.cpp
//Read in a textfile (GLSL program)
// we can use this to write to a text file
int WriteGLSL(char *fn, char *s) 
{
	FILE *fp;
	int status = 0;

	if (fn != NULL) {
		fp = fopen(fn,"w");
		if (fp != NULL) {		
			if (fwrite(s,sizeof(char),strlen(s),fp) == strlen(s))
				status = 1;
			fclose(fp);
		}
	}
	return(status);
}

//Got this from http://www.lighthouse3d.com/opengl/glsl/index.php?oglinfo
// it prints out shader info (debugging!)
void printShaderInfoLog(GLuint obj)
{
    int infologLength = 0;
    int charsWritten  = 0;
    char *infoLog;
    glGetShaderiv(obj, GL_INFO_LOG_LENGTH,&infologLength);
    if (infologLength > 0)
    {
        infoLog = (char *)malloc(infologLength);
        glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);
	if( charsWritten > 0) 
		printf("printShaderInfoLog %d :
%s
", obj, infoLog);
        free(infoLog);
    }else{
	printf("Shader Info Log: OK
");
   }
}

//Got this from http://www.lighthouse3d.com/opengl/glsl/index.php?oglinfo
// it prints out shader info (debugging!)
void printProgramInfoLog(GLuint obj)
{
    int infologLength = 0;
    int charsWritten  = 0;
    char *infoLog;
	glGetProgramiv(obj, GL_INFO_LOG_LENGTH,&infologLength);
    if (infologLength > 0)
    {
        infoLog = (char *)malloc(infologLength);
        glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
	if( charsWritten > 0 )
	  printf("printProgramInfoLog %d :
%s
", obj, infoLog);
        free(infoLog);
    }else{
	printf("Program Info Log: OK
");
   }
}

//Setup shaders
void SetupShaders(char *vsrc, char *fsrc) 
{

	//Setup a few constant pointers for below
	char *vs = NULL, *fs = NULL;
	
        glewInit();

	if (glewIsSupported("GL_VERSION_2_1"))
	{
		// printf("Ready for OpenGL 2.1
");
	}
	else {
		printf("OpenGL 2.1 not supported
");
		exit(1);
	}
	if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader )
	{
		// printf("Ready for GLSL vertex and fragment shaders 
");
	}
	else {
		printf("Not ready fot GLSL vertex and fragment shaders 
");
		exit(1);
	}

	vsid = glCreateShader(GL_VERTEX_SHADER); 
	if( vsid == 0)
	{
		printf("can't create a GL_VERTEX_SHADER :( 
");
		exit(0);
	}else{
		printf("VERTEX SHADER(%s) : id=%d 
", vsrc, vsid);
		vs = ReadGLSL(vsrc);
		const char * vv = vs;
		glShaderSource(vsid, 1, &vv, NULL);
		// free(vs);
		glCompileShader(vsid);
		// printShaderInfoLog(vsid);
	}

	fsid = glCreateShader(GL_FRAGMENT_SHADER);
	if( fsid == 0)
	{
		printf("can't create a GL_FRAGMENT_SHADER :( 
");
		exit(0);
	}else{
		printf("FRAGMENT SHADER(%s)  : id=%d
", fsrc, fsid);
		fs = ReadGLSL(fsrc);
		const char * ff = fs; 
		glShaderSource(fsid, 1, &ff, NULL);
		// free(fs);
		glCompileShader(fsid);
		// printShaderInfoLog(fsid);

	}

	psid = glCreateProgram();
	glAttachShader(psid,fsid);
	glAttachShader(psid,vsid);
	glLinkProgram(psid);
	glUseProgram(psid);

	tex0 = glGetUniformLocation(psid, "tex0");
	tex1 = glGetUniformLocation(psid, "tex1");
	indist = glGetUniformLocation(psid, "indist");
	outdist = glGetUniformLocation(psid, "outdist");
	centerxLoc = glGetUniformLocation(psid, "centerx");
	centeryLoc = glGetUniformLocation(psid, "centery");

	glUniform1f(indist, 0.2f);
	glUniform1f(outdist, 0.4f);
	glUniform1f(centerxLoc, 0.5f);
	glUniform1f(centeryLoc, 0.5f);


	printf("PROGRAM SHADER : vertexshader=%d  fragmentshader=%d program=%d tex0=%d tex1=%d indist=%d outdist=%d 
", 
		vsid, fsid, psid, tex0, tex1, indist, outdist );

	printProgramInfoLog(psid);
}

The fog.c file :


#include <stdio.h>
#include <stdlib.h>
#include <unistd.h> 
#include <string.h>
#include <math.h>

#include <GL/glew.h> 

#include <GL/gl.h>	
#include <GL/glu.h>	
#include <GL/glut.h>  

/* use devIL for texture loading */ 
#include <IL/il.h>

/* use OpenGL shaders */
#include "shader.h"
 
/* ascii code for the escape key */
#define ESCAPE 27

#define FALSE 0
#define TRUE 1

/* The number of our GLUT window */
int window; 

// todo : handle/mix multiples windows
// int windows[];
// int nWindows;

/* The texture used */													
GLuint Textures[1];
ILuint ilTextures[1];
char *dataTexture;


int twidth = 0, theight = 0, tformat = 0, tbpp = 0;
int wwidth = 320, wheight=200;

void DrawQuadZoom( int v0, int v1, float zoom)
{

  float x0, y0, x1, y1;

  x0 = y0 = v0 * zoom;
  x1 = y1 = v1 * zoom; 

 
  glBegin(GL_QUADS);
 	//glColor3f(0,1,0); 
	//glTexCoord2i(1,0); 
	glTexCoord2i(1,1);
	glVertex3f(x0,y0,v0);

 	//glColor3f(0,0,1); 
	//glTexCoord2i(0,0);
	glTexCoord2i(0,1); 
	glVertex3f(x1,y0,v0);

    	//glColor3f(1,0,0); 
	//glTexCoord2i(0,1);
	glTexCoord2i(0,0); 
	glVertex3f(x1,y1,v0);
    	
	//glColor3f(1,0,0); 
	//glTexCoord2i(1,1);
	glTexCoord2i(1,0); 
	glVertex3f(x0,y1,v0);
  glEnd();
}

void DrawQuad()
{
  	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  	glBindTexture(GL_TEXTURE_2D, Textures[0]);
  	glLoadIdentity ();

		DrawQuadZoom(-1, 1, 1.0f);

	glutSwapBuffers();
}

void InitDevIL(char *filename1, char *filename2)
{

  ilInit(); 
  ilGenImages(2, ilTextures);

  ilBindImage(ilTextures[0]);
  if( ilLoadImage(filename1) == 0)
  {
     printf("ilLoadImage %s KO 
", filename1);
     exit(0);
  }
  dataTexture = ilGetData();
  twidth = ilGetInteger(IL_IMAGE_WIDTH);
  theight = ilGetInteger(IL_IMAGE_HEIGHT);
  tformat = ilGetInteger(IL_IMAGE_FORMAT);
  tbpp = ilGetInteger(IL_IMAGE_BPP);
  printf("ilLoad(%s) : data=%x width=%d, height=%d bpp=%d 

", filename1, dataTexture,twidth,theight,tbpp);
  glBindTexture(GL_TEXTURE_2D, Textures[0]);
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, twidth, theight, 0, GL_RGB, GL_UNSIGNED_BYTE, dataTexture);

/*
  ilBindImage(ilTextures[1]);
  if( ilLoadImage(filename2?filename2:filename1) == 0)
  {
     printf("ilLoadImage %s KO 
", filename2?filename2:filename1);
     exit(0);
  }
  dataTexture = ilGetData();
  twidth = ilGetInteger(IL_IMAGE_WIDTH);
  theight = ilGetInteger(IL_IMAGE_HEIGHT);
  tformat = ilGetInteger(IL_IMAGE_FORMAT);
  tbpp = ilGetInteger(IL_IMAGE_BPP);
  printf("ilLoad(%s) : data=%x width=%d, height=%d bpp=%d 

", filename2, dataTexture,twidth,theight,tbpp);
  glBindTexture(GL_TEXTURE_2D, Textures[1]);
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, twidth, theight, 0, GL_RGB, GL_UNSIGNED_BYTE, dataTexture);
*/
}   



/* A general OpenGL initialization function.  Sets all of the initial parameters. */
void InitGL(int Width, int Height)	        // We call this right after our OpenGL window is created.
{

  // Start Of User Initialization
  glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);			// Realy Nice perspective calculations
	
  glClearColor (0.7f, 0.7f, 0.7f, 0.0f);						// Light Grey Background
  glClearDepth (1.0f);										// Depth Buffer Setup

  glEnable(GL_TEXTURE_2D);
  glGenTextures(2,Textures);
  glBindTexture(GL_TEXTURE_2D, Textures[0]);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	
  glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 /*
  glBindTexture(GL_TEXTURE_2D, Textures[1]);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
*/
}

/* The function called when our window is resized */
void ReSizeGLScene(int Width, int Height)
{
	// Prevent A Divide By Zero If The Window Is Too Small
  	if (Height==0) Height=1;
    
	// Reset The Current Viewport And Perspective Transformation
  	glViewport(0, 0, Width, Height);		

  	glMatrixMode(GL_PROJECTION);
  	glLoadIdentity();

	gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
	glMatrixMode(GL_MODELVIEW);
 	wwidth = Width;
  	wheight = Height; 
  	
	// printf("ReSizeGLScene(%d,%d) 
", wwidth, wheight);
}

// Delete The Shader Texture 
void Deinitialize (void)										
{
	glDeleteTextures (2, Textures);					
}

/* The function called whenever a key is pressed. */
void keyPressed(unsigned char key, int x, int y) 
{
    /* avoid thrashing this procedure */
  usleep(100);

    /* If escape is pressed, kill everything. */

  switch (key) {    
    
    case ESCAPE: // kill everything.
	/* shut down our window */
	Deinitialize();
	glutDestroyWindow(window); 
	
	/* exit the program...normal termination. */
	exit(1);                   	
	break; // redundant.

    default:
      printf ("Key %d pressed. No action there yet.
", key);
      break;
   }
  
   glutPostRedisplay();
}

void specialKeyPressed(int key, int x, int y) 
{
    /* avoid thrashing this procedure */
    usleep(100);

    switch (key) {    

    case GLUT_KEY_UP: 
	printf("(%d) innersize++ 
",key);
	innersize += 0.01f;
	if( innersize >= outersize) innersize = outersize - 0.1f;	
	glUniform1f(indist, innersize);	
	break;

    case GLUT_KEY_DOWN:
	printf("(%d) innersize-- 
",key); 
	innersize -= 0.01f;
	if( innersize < 0.0f) innersize= 0.0f;
	glUniform1f(indist, innersize);
	break;

    case GLUT_KEY_LEFT :
	printf("(%d) outersize-- 
",key); 
	outersize -= 0.01f;
	if( outersize <= innersize) outersize = innersize + 0.1f;
	glUniform1f(outdist, outersize);
	break; 

    case GLUT_KEY_RIGHT :
	printf("(%d) outersize++ 
",key); 
	outersize += 0.01f;
	if( outersize > 1.0f) outersize= 1.0f;
	glUniform1f(outdist, outersize);
	break;

    default:
      printf ("Key %d pressed. No action there yet.
", key);
      break;
    }

    glutPostRedisplay();
}

void MouseMoved(int x, int y)
{
	printf("MouseMove(%d/%d,%d/%d) 
", x, wwidth, y, wheight);
	centerx = ((x-(wwidth /2.0f))/(-wwidth*2.0f)) + 0.5f;
	centery = (((wheight/2.0f)-y)/(-wheight*2.0f)) + 0.5f;
	printf("Center : %f %f
", centerx, centery);
	glUniform1f(centerxLoc, centerx);
	glUniform1f(centeryLoc, centery);
	glutPostRedisplay();
}

int main(int argc, char **argv) 
{  
  /* Initialize GLUT state - glut will take any command line arguments that pertain to it or 
     X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */  
  glutInit(&argc, argv);  

  /* Select type of Display mode */  
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);  

  /* get a width x height (640*480)  window size */
  glutInitWindowSize(wwidth, wheight);  

  /* the window starts at the upper left corner of the screen */
  glutInitWindowPosition(0, 0);  

  /* Open a window */  
  window = glutCreateWindow("Quad Shader v0.1");  

  /* Register the function to do all our OpenGL drawing. */
  glutDisplayFunc(&DrawQuad);  

  /* Register the function called when our window is resized. */
  glutReshapeFunc(&ReSizeGLScene);

  /* Register the function called when the keyboard is pressed. */
  glutKeyboardFunc(&keyPressed);
  glutSpecialFunc(&specialKeyPressed);

  /* Register the function to do all our OpenGL drawing. */
  glutMotionFunc(&MouseMoved);  

  /* Initialize our window. */
  InitGL(wwidth, wheight);
  InitDevIL(argv[1], argv[2]);
  SetupShaders("shader.vert","shader.frag");
  // glUniformlui(tex0, Textures[0]);
  // glUniformlui(tex1, Textures[1]);
 
 /* Start Event Processing Engine */  
  glutMainLoop();  

  return 1;
}

The shader.frag file :


// uniform sampler2D tex;
uniform sampler2D tex0;
uniform sampler2D tex1;



//float indist = 0.3;

//float outdist = 0.7;


uniform float indist;
uniform float outdist;

uniform float centerx;
uniform float centery;

void main()

{

	// vec2 vdif = (gl_TexCoord[0].st - vec2(0.5,0.5)) * 4.0;
	vec2 vdif = (gl_TexCoord[0].st - vec2(centerx, centery)) * 4.0;
	float f = sqrt( vdif.x*vdif.x + vdif.y*vdif.y );
	vec4 fade;


	if( f < indist )
	{
		fade = texture2D(tex0, gl_TexCoord[0].st) * vec4(0.3,0.3,0.3,1.0);		
	}else{

		if( f > outdist)
		{ 

			fade = texture2D(tex0, gl_TexCoord[0].st) * vec4(0.3,0.3,0.3,1.0);
		}else{

			fade = texture2D(tex0, gl_TexCoord[0].st);	
		}
	}
	gl_FragColor = fade;

}

The shader.vert file :


void main()

{	 

	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

	gl_Position = ftransform();

}

And finaly the Makefile :


all:  fog shader.o

shader.o : shader.c shader.h
	gcc -c shader.c -o shader.o  -L/usr/X11R6/lib -lGL -lGLU -lglut -lIL -lGLEW

fog : fog.c shader.o
	gcc fog.c shader.o -o fog -L/usr/X11R6/lib -lGL -lGLU -lglut -lIL -lGLEW

clean : 
	rm shader.o fog 

You can compile this with the commande ‘make’ and run with ‘./fog myfilename.jpg’

Sorry i don’t understand what this code you posted is for ?

This display/zoom a .jpg file on the screen, and highlight a transformable ring/spot on this picture.
(this give something like the picture)

The content of the spot position is updated in realtime by a mouse clic+motion

The inner and outer radius of the ring/spot can be updated too via the TOP/BOTTOM/RIGHT/LEFT keyboard keys

Use the key Escape for finish

This is the fragment shader that I actually use :


uniform sampler2D tex0;

uniform sampler2D tex1;



uniform float inner;

uniform float outer;

uniform float centerx;

uniform float centery;



void main()

{

	vec2 vdif = (gl_TexCoord[0].st - vec2(centerx, centery)) * 4.0;

	float f = sqrt( vdif.x*vdif.x + vdif.y*vdif.y );

	vec4 fade = texture2D(tex0, gl_TexCoord[0].st);



	if( (f > inner) && (f < outer) )

	{

		fade *= vec4(1.7,1.7,1.7,1.0);

	}

	gl_FragColor = fade;

}

Perhaps that just after the “RangeVS_INPUT In = CreateRangeVertexInput( index );”, yo can reduce the value of In.radius.y and/or FogIntel.z or something like this ?


  In.Radius.y *= 0.5; 
  FogIntel.z *= 0.5;

(no tested, perhaps that divide xyz components of In.radius and FogIntel is better, no idea about the result)

Thanks for the help i tested a few things out and only got weird effects the ring appeared smaller but not round any more, i also tried this

In.AlphaScalar.yz *= 0.5;  

which seem to make it no appear at all then i tried

In.AlphaScalar.yz *= 1.5; 

Which seem to work if i wanted to scale it up but doesn’t work scaling it down any ideas?

i tried all of these in #if FEATHER_OUT but none of them worked right the best result i have was with In.AlphaScalar.yz but that didn’t work scaling down :frowning: thanks.

#if FEATHER_OUT
        In.Radius.z *= 0.5; 
        In.Radius.x *= 0.5; 
	In.Vertex.xy			*= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y + FogIntel.z ) );

#endif

Have you test just before the add in the instancied position ?


// Scale the vertex based on requested range, and add in the instanced position
#if FEATHER_OUT
In.Vertex.xy *= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y + FogIntel.z ) );
#endif
#if FEATHER_IN
In.Vertex.xy *= dot( In.AlphaScalar.yz, float2( max( 0.0f, In.Radius.y - FogIntel.z ), In.Radius.y ) );
#endif

InVertex.xy *= SCALE;

In.Vertex.xy += In.Position.xy - 1;
...

And/or in the last position transformation ?


// Transform vertex to homogenous clip space
Out.Position = float4( In.Vertex.x*SCALE, -In.Vertex.y*SCALE, 1.0f, 1.0f );

Ok i tested both this is what i got the 1st scaled down the ring but not in the way i was looking for im just looking for the thickness of the ring, The ring has to match the shield size also it lost its shape its waving now as you can see?

Uploaded with ImageShack.us

The code you posted scale it down like above but also moved the Position of the ring way away from were it should be, Thank.

The problem is that, when I read the shader, I don’t see any explicits explications about what are exactely the used variables such as

In.AlphaScalar.yz
FogIntel.xyz

Im my sample, we can very more easily know what is used because they have a relatively explicit name :slight_smile:

uniform sampler2D tex0;
uniform sampler2D tex1;

uniform float inner;
uniform float outer;
uniform float centerx;
uniform float centery;

Maybe if i post the whole file up it mite give some idea sorry if this could of help earlier :slight_smile:

//////////////////////////////////////////////////////////////////////////////
//
// Global constants are defined in global_constants.hlsl
//
//
//////////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////////
// Textures/Samplers used by this shader


//////////////////////////////////////////////////////////////////////////////
// Vertex input/output definitions

struct RangeVS_INPUT
{
	// Stream 0 static vertex data
	float2 Vertex			: POSITION0;
	float3 AlphaScalar		: TEXCOORD0;

	// Stream 1 instance data
	float2 Position			: POSITION1;
	float2 Radius			: TEXCOORD1;
};

struct RangeVS_OUTPUT
{
	float4 Position			: POSITION;
	float4 Color			: COLOR0;	
};

#ifdef XBOX

//////////////////////////////////////////////////////////////////////////////
// Vertex fetching for Xbox 360 instancing

float4 FetchRangeVertex( int index )
{
    float4 vert;
    asm {
        vfetch vert, index, position0;
    };
    return vert;
}

float4 FetchAlphaScalar( int index )
{
    float4 scalar;
    asm {
        vfetch scalar, index, texcoord0;
    };
    return scalar;
}

float4 FetchRangePosition( int index )
{
    float4 pos;
    asm {
        vfetch pos, index, position1;
    };
    return pos;
}

float4 FetchRangeRadius( int index )
{
    float4 radius;
    asm {
        vfetch radius, index, texcoord1;
    };
    return radius;
}

RangeVS_INPUT CreateRangeVertexInput( int index )
{
    // Compute the instance index
    int nNumVertsPerInstance = VertsPerInstance;
    int nInstIndex = ( index + 0.5 ) / nNumVertsPerInstance;
    int nMeshIndex = index - nInstIndex * nNumVertsPerInstance;

    // Fetch the mesh vertex data
	RangeVS_INPUT vertexInput = (RangeVS_INPUT)0;
	
    // Per vertex data
    vertexInput.Vertex		= FetchRangeVertex( nMeshIndex );
    vertexInput.AlphaScalar	= FetchAlphaScalar( nMeshIndex );
    
    // Per instance data
    vertexInput.Position	= FetchRangePosition( nInstIndex );
    vertexInput.Radius		= FetchRangeRadius( nInstIndex );
    
    return vertexInput;
}

#endif

//////////////////////////////////////////////////////////////////////////////
// Vertex shader

RangeVS_OUTPUT RangeVS(
#ifndef XBOX
    RangeVS_INPUT In
#else
    int index : INDEX
#endif
)
{
#ifdef XBOX
    RangeVS_INPUT In		= CreateRangeVertexInput( index );
#endif 

	// Output from vertex shader
	RangeVS_OUTPUT Out		= (RangeVS_OUTPUT)0;
	
	// Scale the vertex based on requested range, and add in the instanced position
#if FEATHER_OUT
	In.Vertex.xy			*= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y + FogIntel.z ) );
#endif
#if FEATHER_IN
	In.Vertex.xy			*= dot( In.AlphaScalar.yz, float2( max( 0.0f, In.Radius.y - FogIntel.z ), In.Radius.y ) );
#endif
	In.Vertex.xy			+= In.Position.xy - 1;
	
	// Scale the values by the map dimensions and then map to [-1,1]
	In.Vertex.xy			*= FogIntel.xy;
	In.Vertex.xy			= In.Vertex.xy * 2 - 1;
		
	// Transform vertex to homogenous clip space
	Out.Position			= float4( In.Vertex.x, -In.Vertex.y, 1.0f, 1.0f );
#if FEATHER_OUT
	Out.Color				= In.AlphaScalar.xxxx;
#endif
#if FEATHER_IN
	Out.Color				= float4( 1.0f, 1.0f, 1.0f, 1.0f ) - In.AlphaScalar.xxxx;
#endif
	
	// Return our finished product
	return Out;
}


//////////////////////////////////////////////////////////////////////////////
// Pixel shader

float4 RangePS( RangeVS_OUTPUT In ) : COLOR
{
	return( GlobalColor * In.Color );
}


//////////////////////////////////////////////////////////////////////////////
// Vertex input/output definitions

struct VisionVS_INPUT
{
	// Stream 0 static vertex data
	float2 Vertex			: POSITION0;
	float2 AlphaRad			: TEXCOORD0;

	// Stream 1 instance data
	float2 Position			: POSITION1;
	float  Radius			: TEXCOORD1;
};

struct VisionVS_OUTPUT
{
	float4 Position			: POSITION;
	float4 Color			: COLOR0;
};


#ifdef XBOX

//////////////////////////////////////////////////////////////////////////////
// Vertex fetching for Xbox 360 instancing

float2 FetchVisionVertex( int index )
{
    float4 vert;
    asm {
        vfetch vert, index, position0;
    };
    return vert.xy;
}

float2 FetchVisionAlphaRad( int index )
{
    float4 alpharad;
    asm {
        vfetch alpharad, index, texcoord0;
    };
    return alpharad.xy;
}

float4 FetchVisionPosition( int index )
{
    float4 pos;
    asm {
        vfetch pos, index, position1;
    };
    return pos;
}

float4 FetchVisionRadius( int index )
{
    float4 radius;
    asm {
        vfetch radius, index, texcoord1;
    };
    return radius;
}

VisionVS_INPUT CreateVisionVertexInput( int index )
{
    // Compute the instance index
    int nNumVertsPerInstance = VertsPerInstance;
    int nInstIndex = ( index + 0.5 ) / nNumVertsPerInstance;
    int nMeshIndex = index - nInstIndex * nNumVertsPerInstance;

    // Fetch the mesh vertex data
	VisionVS_INPUT vertexInput = (VisionVS_INPUT)0;
	
    // Per vertex data
    vertexInput.Vertex		= FetchVisionVertex( nMeshIndex );
    vertexInput.AlphaRad	= FetchVisionAlphaRad( nMeshIndex );
    
    // Per instance data
    vertexInput.Position	= FetchVisionPosition( nInstIndex );
    vertexInput.Radius		= FetchVisionRadius( nInstIndex );
    
    return vertexInput;
}

#endif


//////////////////////////////////////////////////////////////////////////////
// Vertex shader

VisionVS_OUTPUT VisionVS(
#ifndef XBOX
    VisionVS_INPUT In
#else
    int index : INDEX
#endif
)
{
#ifdef XBOX
    VisionVS_INPUT In		= CreateVisionVertexInput( index );
#endif 

	// Output from vertex shader
	VisionVS_OUTPUT Out		= (VisionVS_OUTPUT)0;
	
	// Scale the vertex based on requested range, and add in the instanced position
	In.Vertex.xy			*= In.Radius + (In.AlphaRad.y * FogIntel.z);
	In.Vertex.xy			+= In.Position.xy - 1;
	
	// Scale the values by the map dimensions and then map to [-1,1]
	In.Vertex.xy			*= FogIntel.xy;
	In.Vertex.xy			= In.Vertex.xy * 2 - 1;
		
	// Transform vertex to homogenous clip space
	Out.Position			= float4( In.Vertex.x, -In.Vertex.y, 1.0f, 1.0f );
	Out.Color				= float4( 0.0f, 0.0f, 0.0f, In.AlphaRad.x );
	
	// Return our finished product
	return Out;
}


//////////////////////////////////////////////////////////////////////////////
// Pixel shader

float4 VisionPS( VisionVS_OUTPUT In ) : COLOR
{
	return( In.Color );
}

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