43 lines
1.1 KiB
GLSL
43 lines
1.1 KiB
GLSL
#include "common.h"
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#include "shared\cloudconfig.h"
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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, for SM3 - tonemap-prescaled, HI-res
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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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// 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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float2 _0 = v.p.xz * CLOUD_TILE0 + d0*timers.z*CLOUD_SPEED0;
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float2 _1 = v.p.xz * CLOUD_TILE1 + d1*timers.z*CLOUD_SPEED1;
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o.tc0 = _0; // copy tc
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o.tc1 = _1; // copy tc
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o.color = v.color ; // copy color, low precision, cannot prescale even by 2
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o.color.w *= pow (v.p.y,25);
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#ifdef USE_VTF
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float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ;
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o.color.rgb *= scale ; // high precision
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#endif
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return o;
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}
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