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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // Structures
- //-----------------------------------------------------------------------------
- #include "shaderModel.hlsl"
- struct CloudVert
- {
- float3 pos : POSITION;
- float3 normal : NORMAL;
- float3 binormal : BINORMAL;
- float3 tangent : TANGENT;
- float2 uv0 : TEXCOORD0;
- };
- struct ConnectData
- {
- float4 hpos : TORQUE_POSITION;
- float4 texCoord12 : TEXCOORD0;
- float4 texCoord34 : TEXCOORD1;
- float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
- float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized
- float worldDist : TEXCOORD4;
- };
- //-----------------------------------------------------------------------------
- // Uniforms
- //-----------------------------------------------------------------------------
- uniform float4x4 modelview;
- uniform float3 eyePosWorld;
- uniform float3 sunVec;
- uniform float2 texOffset0;
- uniform float2 texOffset1;
- uniform float2 texOffset2;
- uniform float3 texScale;
- //-----------------------------------------------------------------------------
- // Main
- //-----------------------------------------------------------------------------
- ConnectData main( CloudVert IN )
- {
- ConnectData OUT;
- OUT.hpos = mul(modelview, float4(IN.pos,1.0));
- // Offset the uv so we don't have a seam directly over our head.
- float2 uv = IN.uv0 + float2( 0.5, 0.5 );
-
- OUT.texCoord12.xy = uv * texScale.x;
- OUT.texCoord12.xy += texOffset0;
-
- OUT.texCoord12.zw = uv * texScale.y;
- OUT.texCoord12.zw += texOffset1;
-
- OUT.texCoord34.xy = uv * texScale.z;
- OUT.texCoord34.xy += texOffset2;
-
- OUT.texCoord34.z = IN.pos.z;
- OUT.texCoord34.w = 0.0;
- // Transform the normal, tangent and binormal vectors from object space to
- // homogeneous projection space:
- float3 vNormalWS = -IN.normal;
- float3 vTangentWS = -IN.tangent;
- float3 vBinormalWS = -IN.binormal;
- // Compute position in world space:
- float4 vPositionWS = float4(IN.pos, 1.0) + float4(eyePosWorld, 1); //mul( IN.pos, objTrans );
- // Compute and output the world view vector (unnormalized):
- float3 vViewWS = eyePosWorld - vPositionWS.xyz;
- // Compute denormalized light vector in world space:
- float3 vLightWS = -sunVec;
- // Normalize the light and view vectors and transform it to the tangent space:
- float3x3 mWorldToTangent = float3x3( vTangentWS, vBinormalWS, vNormalWS );
- // Propagate the view and the light vectors (in tangent space):
- OUT.vLightTS = mul( vLightWS, mWorldToTangent );
- OUT.vViewTS = mul( mWorldToTangent, vViewWS );
-
- OUT.worldDist = saturate( pow( max( IN.pos.z, 0 ), 2 ) );
- return OUT;
- }
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