mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 06:33:49 +00:00
107 lines
4.2 KiB
HLSL
107 lines
4.2 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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// Structures
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//-----------------------------------------------------------------------------
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#include "shaderModel.hlsl"
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struct CloudVert
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{
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float3 pos : POSITION;
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float3 normal : NORMAL;
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float3 binormal : BINORMAL;
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float3 tangent : TANGENT;
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float2 uv0 : TEXCOORD0;
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};
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float4 texCoord12 : TEXCOORD0;
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float4 texCoord34 : TEXCOORD1;
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float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
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float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized
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float worldDist : TEXCOORD4;
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};
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform float4x4 modelview;
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uniform float3 eyePosWorld;
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uniform float3 sunVec;
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uniform float2 texOffset0;
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uniform float2 texOffset1;
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uniform float2 texOffset2;
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uniform float3 texScale;
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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ConnectData main( CloudVert IN )
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{
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ConnectData OUT;
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos.z = OUT.hpos.w;
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// Offset the uv so we don't have a seam directly over our head.
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float2 uv = IN.uv0 + float2( 0.5, 0.5 );
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OUT.texCoord12.xy = uv * texScale.x;
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OUT.texCoord12.xy += texOffset0;
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OUT.texCoord12.zw = uv * texScale.y;
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OUT.texCoord12.zw += texOffset1;
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OUT.texCoord34.xy = uv * texScale.z;
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OUT.texCoord34.xy += texOffset2;
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OUT.texCoord34.z = IN.pos.z;
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OUT.texCoord34.w = 0.0;
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// Transform the normal, tangent and binormal vectors from object space to
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// homogeneous projection space:
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float3 vNormalWS = -IN.normal;
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float3 vTangentWS = -IN.tangent;
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float3 vBinormalWS = -IN.binormal;
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// Compute position in world space:
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float4 vPositionWS = float4(IN.pos, 1.0) + float4(eyePosWorld, 1); //mul( IN.pos, objTrans );
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// Compute and output the world view vector (unnormalized):
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float3 vViewWS = eyePosWorld - vPositionWS.xyz;
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// Compute denormalized light vector in world space:
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float3 vLightWS = -sunVec;
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// Normalize the light and view vectors and transform it to the tangent space:
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float3x3 mWorldToTangent = float3x3( vTangentWS, vBinormalWS, vNormalWS );
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// Propagate the view and the light vectors (in tangent space):
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OUT.vLightTS = mul( vLightWS, mWorldToTangent );
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OUT.vViewTS = mul( mWorldToTangent, vViewWS );
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OUT.worldDist = saturate( pow( max( IN.pos.z, 0 ), 2 ) );
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return OUT;
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}
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