Torque3D/Templates/Full/game/shaders/common/basicCloudsV.hlsl

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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 "shaderModel.hlsl"
struct CloudVert
{
float3 pos : POSITION;
float2 uv0 : TEXCOORD0;
};
struct ConnectData
{
float4 hpos : TORQUE_POSITION;
float2 texCoord : TEXCOORD0;
};
uniform float4x4 modelview;
uniform float2 texDirection;
uniform float2 texOffset;
uniform float accumTime;
uniform float texScale;
ConnectData main( CloudVert IN )
{
ConnectData OUT;
OUT.hpos = mul(modelview, float4(IN.pos,1.0));
OUT.hpos.z = OUT.hpos.w;
float2 uv = IN.uv0;
uv += texOffset;
uv *= texScale;
uv += accumTime * texDirection;
OUT.texCoord = uv;
return OUT;
}