Torque3D/Templates/Empty/game/shaders/common/postFx/fogP.hlsl
2016-09-28 11:09:48 +10:00

47 lines
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2.1 KiB
HLSL

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "./postFx.hlsl"
#include "./../torque.hlsl"
#include "./../shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
uniform float3 eyePosWorld;
uniform float4 fogColor;
uniform float3 fogData;
uniform float4 rtParams0;
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
//float2 prepassCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
float depth = TORQUE_PREPASS_UNCONDITION( prepassTex, IN.uv0 ).w;
//return float4( depth, 0, 0, 0.7 );
float factor = computeSceneFog( eyePosWorld,
eyePosWorld + ( IN.wsEyeRay * depth ),
fogData.x,
fogData.y,
fogData.z );
return hdrEncode( float4( toLinear(fogColor.rgb), 1.0 - saturate( factor ) ) );
}