#include "common.hlsli" #include "shared\cloudconfig.hlsli" struct vi { float4 p : POSITION; float4 dir : COLOR0; // dir0,dir1(w<->z) float4 color : COLOR1; // rgb. intensity }; struct vf { float4 color : COLOR0; // rgb. intensity, for SM3 - tonemap-prescaled, HI-res float2 tc0 : TEXCOORD0; float2 tc1 : TEXCOORD1; float4 hpos : SV_POSITION; }; vf main(vi v) { vf o; o.hpos = mul(m_WVP, v.p); // xform, input in world coords o.hpos.xy += m_taa_jitter.xy * o.hpos.w; // generate tcs float2 d0 = v.dir.xy * 2.0f - 1.0f; float2 d1 = v.dir.wz * 2.0f - 1.0f; float2 _0 = v.p.xz * CLOUD_TILE0 + d0 * timers.z * CLOUD_SPEED0; float2 _1 = v.p.xz * CLOUD_TILE1 + d1 * timers.z * CLOUD_SPEED1; o.tc0 = _0; o.tc1 = _1; o.color = v.color; o.color.w *= pow(v.p.y, 25.0f); return o; }