basicCloudsV.hlsl 1.8 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "shaderModel.hlsl"
  23. struct CloudVert
  24. {
  25. float3 pos : POSITION;
  26. float2 uv0 : TEXCOORD0;
  27. };
  28. struct ConnectData
  29. {
  30. float4 hpos : TORQUE_POSITION;
  31. float2 texCoord : TEXCOORD0;
  32. };
  33. uniform float4x4 modelview;
  34. uniform float2 texDirection;
  35. uniform float2 texOffset;
  36. uniform float accumTime;
  37. uniform float texScale;
  38. ConnectData main( CloudVert IN )
  39. {
  40. ConnectData OUT;
  41. OUT.hpos = mul(modelview, float4(IN.pos,1.0));
  42. float2 uv = IN.uv0;
  43. uv += texOffset;
  44. uv *= texScale;
  45. uv += accumTime * texDirection;
  46. OUT.texCoord = uv;
  47. return OUT;
  48. }