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

107 lines
4.2 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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));
OUT.hpos.z = OUT.hpos.w;
// 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;
}