Torque3D/Templates/Empty/game/shaders/common/precipV.hlsl

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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.
//-----------------------------------------------------------------------------
//*****************************************************************************
// Precipitation vertex shader
//*****************************************************************************
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
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#include "shaderModel.hlsl"
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struct Vert
{
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float3 position : POSITION;
float2 texCoord : TEXCOORD0;
float4 color : COLOR0;
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};
struct Conn
{
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float4 position : TORQUE_POSITION;
float2 texCoord : TEXCOORD0;
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float4 color : COLOR0;
};
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uniform float4x4 modelview : register(C0);
uniform float2 fadeStartEnd : register(C4);
uniform float3 cameraPos : register(C5);
uniform float3 ambient : register(C6);
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//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
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Conn main( Vert In )
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{
Conn Out;
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Out.position = mul(modelview, float4(In.position,1.0));
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Out.texCoord = In.texCoord;
Out.color = float4( ambient.r, ambient.g, ambient.b, 1 );
// Do we need to do a distance fade?
if ( fadeStartEnd.x < fadeStartEnd.y ) {
float distance = length( cameraPos - In.position );
Out.color.a = abs( clamp( ( distance - fadeStartEnd.x ) / ( fadeStartEnd.y - fadeStartEnd.x ), 0, 1 ) - 1 );
}
return Out;
}