//----------------------------------------------------------------------------- // 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 //----------------------------------------------------------------------------- #include "shaderModel.hlsl" struct Vert { float3 position : POSITION; float2 texCoord : TEXCOORD0; float4 color : COLOR0; }; struct Conn { float4 position : TORQUE_POSITION; float2 texCoord : TEXCOORD0; float4 color : COLOR0; }; uniform float4x4 modelview : register(C0); uniform float2 fadeStartEnd : register(C4); uniform float3 cameraPos : register(C5); uniform float3 ambient : register(C6); //----------------------------------------------------------------------------- // Main //----------------------------------------------------------------------------- Conn main( Vert In ) { Conn Out; Out.position = mul(modelview, float4(In.position,1.0)); 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; }