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