e4s-sdk/gamedata/shaders/d3d11/clouds.vs.hlsl
2026-06-17 23:06:51 +03:00

37 lines
895 B
HLSL

#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;
}