devNotes 10-8-16 Geometry Scaling – Editing – Serialization

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        GS_INPUT VSMAIN(in VS_INPUT input)
        {
            GS_INPUT output;
            float4 color_mid;
            output.position.xyz = particles[input.vertexid].position;
            output.position.w = 1.0;
            float speed = length(particles[input.vertexid].velocity);

            float lerpValue1 = clamp((speed / _colorSwitch)/_LowMidThresh, 0, 1);
            //output.color = lerp(_LowColor, _MidColor, lerpValue);
            
            color_mid = lerp(_LowColor, _MidColor, lerpValue1);
            float lerpValue2 = clamp((speed / _colorSwitch) / _MidHighThresh, 0, 1);
            output.color = lerp(color_mid, _HighColor, lerpValue2);

            return output;
        }

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