//----------------------------------------------------------------------------- // 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; }