[845] | 1 | struct VertexOut
|
---|
| 2 | {
|
---|
| 3 | float4 Position :POSITION;
|
---|
| 4 | float2 TexCoord :TEXCOORD;
|
---|
| 5 | };
|
---|
| 6 |
|
---|
| 7 |
|
---|
| 8 | /*
|
---|
| 9 | Vertex program for cloud rendering
|
---|
| 10 | */
|
---|
| 11 | VertexOut VertexProgram( float4 Position :POSITION,
|
---|
| 12 | float2 TexCoord:TEXCOORD,
|
---|
| 13 | uniform float4x4 ModelViewProj :state.matrix.mvp
|
---|
| 14 | )
|
---|
| 15 | {
|
---|
| 16 | VertexOut Out;
|
---|
| 17 |
|
---|
| 18 | Out.TexCoord=TexCoord;
|
---|
| 19 | Out.Position=mul(ModelViewProj, Position);
|
---|
| 20 | Out.TexCoord.y=1-Out.TexCoord.y;
|
---|
| 21 |
|
---|
| 22 | return Out;
|
---|
| 23 | }
|
---|
| 24 |
|
---|
| 25 | /*
|
---|
| 26 | Fragment program for cloud rendering
|
---|
| 27 | */
|
---|
| 28 | float3 FragmentProgram( VertexOut In,
|
---|
| 29 | uniform sampler1D PosTex,
|
---|
| 30 | uniform sampler2D PhaseTex,
|
---|
| 31 | uniform sampler2D LVisMap,
|
---|
| 32 | uniform sampler2D DirMap,
|
---|
| 33 | uniform float3 LightRad,
|
---|
| 34 | uniform float3 LightPosition):COLOR
|
---|
| 35 | {
|
---|
| 36 | const float eps=0.001;
|
---|
| 37 | float3 Color=float3(0,0,0);
|
---|
| 38 | float3 ParticlePos=tex1D(PosTex,In.TexCoord.x).rgb;
|
---|
| 39 |
|
---|
| 40 | ParticlePos=float3(0,0,0);
|
---|
| 41 | float3 toLight=ParticlePos-LightPosition;
|
---|
| 42 | float3 dir0=normalize(toLight);
|
---|
| 43 |
|
---|
| 44 | float2 angles;
|
---|
| 45 | angles.y=asin(dir0.y); // -pi/2 -- pi/2
|
---|
| 46 |
|
---|
| 47 | float2 d=normalize(dir0.xz);
|
---|
| 48 | angles.x=acos(d.x)*sign(d.y); // -pi -- pi
|
---|
| 49 | angles.x=angles.x/6.28+0.5; // 0 -- 1
|
---|
| 50 | angles.y=angles.y/3.14+0.5; // 0 -- 1
|
---|
| 51 |
|
---|
| 52 | float nearestdir=tex2D(DirMap,angles).r;
|
---|
| 53 | float nearestdir2=tex2D(DirMap,angles).g;
|
---|
| 54 | float weight1=tex2D(DirMap,angles).b;
|
---|
| 55 | float weight2=tex2D(DirMap,angles).a;
|
---|
| 56 |
|
---|
| 57 | if(tex2D(LVisMap,float2(In.TexCoord.x,nearestdir)).r!=0)
|
---|
| 58 | {
|
---|
| 59 | Color+=LightRad*weight1*tex2D(PhaseTex,float2(nearestdir,In.TexCoord.y)).r*0.6;
|
---|
| 60 | }
|
---|
| 61 |
|
---|
| 62 | if(tex2D(LVisMap,float2(In.TexCoord.x,nearestdir2)).r!=0)
|
---|
| 63 | {
|
---|
| 64 | Color+=LightRad*weight2*tex2D(PhaseTex,float2(nearestdir2,In.TexCoord.y)).r*0.6;
|
---|
| 65 | }
|
---|
| 66 |
|
---|
| 67 | if(abs(In.TexCoord.y-(1-nearestdir))<eps)
|
---|
| 68 | {
|
---|
| 69 | Color+=LightRad*weight1*0.8;
|
---|
| 70 | }
|
---|
| 71 |
|
---|
| 72 | if(abs(In.TexCoord.y-(1-nearestdir2))<eps)
|
---|
| 73 | {
|
---|
| 74 | Color+=LightRad*weight2*0.8;
|
---|
| 75 | }
|
---|
| 76 |
|
---|
| 77 | //Color+=float3(0.01,0.01,0.01);//emission
|
---|
| 78 | return Color;
|
---|
| 79 | }
|
---|
| 80 |
|
---|
| 81 |
|
---|