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103 lines
2.8 KiB
Plaintext
103 lines
2.8 KiB
Plaintext
//
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// This file is part of Caelum.
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// See http://www.ogre3d.org/wiki/index.php/Caelum
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//
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// Copyright (c) 2008 Caelum team. See Contributors.txt for details.
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//
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// Caelum is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Caelum is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with Caelum. If not, see <http://www.gnu.org/licenses/>.
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//
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sampler scene: register(s0);
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sampler samplerPrec: register(s1);
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uniform float intensity;
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uniform float4 ambient_light_colour;
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// - - corner
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uniform float4 corner1;
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// + - corner
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uniform float4 corner2;
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// - + corner
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uniform float4 corner3;
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// + + corner
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uniform float4 corner4;
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// The x and y coordinal deviations for all 3 layers of precipitation
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uniform float4 deltaX;
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uniform float4 deltaY;
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uniform float4 precColor;
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// Cartesian to cylindrical coordinates
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float2 CylindricalCoordinates(float4 dir) {
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float R = 0.5;
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float2 res;
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//cubical root is used to counteract top/bottom circle effect
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dir *= R / pow(length(dir.xz), 0.33);
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res.y = -dir.y;
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res.x = -atan2(dir.z, dir.x);
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return res;
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}
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// Returns alpha value of a precipitation
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// view_direction is the direction vector resulting from the eye direction,wind direction and possibly other factors
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float Precipitation
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(
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float2 cCoords,
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float intensity,
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float2 delta
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) {
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cCoords -= delta;
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float4 raincol = tex2D(samplerPrec, cCoords);
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return (raincol.g<intensity) ? (raincol.r) : 1;
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}
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//main entry point
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void MainFP
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(
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in float2 scr_pos : TEXCOORD0,
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out float4 out_colour : COLOR
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) {
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float4 eye = lerp (
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lerp(corner1, corner3, scr_pos.y),
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lerp(corner2, corner4, scr_pos.y),
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scr_pos.x ) ;
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float4 scenecol = tex2D(scene, scr_pos);
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float2 cCoords = CylindricalCoordinates(eye);
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float prec1 = Precipitation(cCoords, intensity/4, float2(deltaX.x,deltaY.x));
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float prec2 = Precipitation(cCoords, intensity/4, float2(deltaX.y,deltaY.y));
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float prec3 = Precipitation(cCoords, intensity/4, float2(deltaX.z,deltaY.z));
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float prec = min( min (prec1, prec2), prec3);
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out_colour = lerp(precColor, scenecol, prec );
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}
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void MainVP
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(
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in float4 in_pos : POSITION,
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uniform float4x4 worldviewproj_matrix,
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out float2 out_uv0 : TEXCOORD0,
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out float4 out_pos : POSITION
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)
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{
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// Use standard transform.
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out_pos = mul(worldviewproj_matrix, in_pos);
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// Convert to image-space
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in_pos.xy = sign(in_pos.xy);
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out_uv0 = (float2(in_pos.x, -in_pos.y) + 1.0f) * 0.5f;
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}
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