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gamedata/shaders/r1/clouds.vs.hlsl
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gamedata/shaders/r1/clouds.vs.hlsl
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#include "common.hlsli"
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#include "shared\cloudconfig.hlsli"
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struct vi
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{
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float4 p : POSITION;
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float4 dir : COLOR0; // dir0,dir1(w<->z)
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float4 color : COLOR1; // rgb. intensity
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};
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struct vf
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{
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float4 hpos : POSITION;
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float4 color : COLOR0; // rgb. intensity
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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};
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vf main(vi v)
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{
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vf o;
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o.hpos = mul(m_WVP, v.p); // xform, input in world coords
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o.color = v.color; // copy color
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o.color.w *= pow(v.p.y, 25);
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// if (length(float3(v.p.x,0,v.p.z))>CLOUD_FADE) o.color.w = 0 ;
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// generate tcs
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float2 d0 = v.dir.xy * 2 - 1;
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float2 d1 = v.dir.wz * 2 - 1;
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o.tc0 = v.p.xz * CLOUD_TILE0 + d0 * timers.z * CLOUD_SPEED0;
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o.tc1 = v.p.xz * CLOUD_TILE1 + d1 * timers.z * CLOUD_SPEED1;
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return o;
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}
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