mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
72 lines
2.6 KiB
HLSL
72 lines
2.6 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//*****************************************************************************
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// Precipitation vertex shader
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//*****************************************************************************
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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#include "shaderModel.hlsl"
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struct Vert
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{
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float3 position : POSITION;
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float2 texCoord : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct Conn
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{
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float4 position : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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float4 color : COLOR0;
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};
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uniform float4x4 modelview : register(C0);
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uniform float2 fadeStartEnd : register(C4);
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uniform float3 cameraPos : register(C5);
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uniform float3 ambient : register(C6);
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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Conn main( Vert In )
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{
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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;
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Out.color = float4( ambient.r, ambient.g, ambient.b, 1 );
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// Do we need to do a distance fade?
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if ( fadeStartEnd.x < fadeStartEnd.y ) {
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float distance = length( cameraPos - In.position );
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Out.color.a = abs( clamp( ( distance - fadeStartEnd.x ) / ( fadeStartEnd.y - fadeStartEnd.x ), 0, 1 ) - 1 );
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}
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return Out;
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}
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