[845] | 1 | #define D 128
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| 2 |
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| 3 | struct VertexOut
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| 4 | {
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| 5 | float4 VertexPosition :POSITION;
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| 6 | float2 TexCoord :TEXCOORD;
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| 7 | int ID :TEXCOORD1;
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| 8 | };
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| 9 |
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| 10 |
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| 11 | /*
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| 12 | Vertex program for cloud rendering
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| 13 | */
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| 14 | VertexOut VertexProgram( float4 Position :POSITION,
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| 15 | float2 Texcoord: TEXCOORD
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| 16 | )
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| 17 | {
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| 18 | VertexOut Out;
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| 19 |
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| 20 | Out.VertexPosition=Position;
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| 21 | Out.TexCoord=Texcoord;
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| 22 | Out.ID=Texcoord.x;
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| 23 |
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| 24 | return Out;
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| 25 | }
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| 26 |
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| 27 | /*
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| 28 | Fragment program for cloud rendering
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| 29 | */
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| 30 | float3 FragmentProgram( VertexOut In,
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| 31 | uniform samplerRECT LVisMap,
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| 32 | uniform samplerRECT Phase,
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| 33 | uniform float4 LightDirsWeights,
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| 34 | uniform float3 LightRad,
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| 35 | uniform float3 LightRad2,
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| 36 | uniform float2 Alb_Op):COLOR
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| 37 | {
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| 38 | float3 Color=float3(0,0,0);
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| 39 |
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| 40 | int direction=floor(In.TexCoord.y);
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| 41 | int negDir=D-1-direction;
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| 42 | int particle=In.ID;
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| 43 |
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| 44 | float a_o=Alb_Op.x*Alb_Op.y;
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| 45 |
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| 46 | //Light1
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| 47 | int LDir=floor(LightDirsWeights.x);
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| 48 | float isvisible=texRECT(LVisMap,float2(particle,0)).r;
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| 49 |
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| 50 | //Scattering
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| 51 | Color+=isvisible*a_o*texRECT(Phase,float2(LDir,negDir)).r*LightRad;
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| 52 | //Transmittance
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| 53 | if(direction==LDir)
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| 54 | {
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| 55 | //Color+=LightRad*(1-Alb_Op.y)*isvisible;
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| 56 | Color+=LightRad*isvisible;
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| 57 | }
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| 58 |
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| 59 | //Light2
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| 60 | int LDir2=floor(LightDirsWeights.y);
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| 61 |
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| 62 | isvisible=texRECT(LVisMap,float2(particle,1)).r;
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| 63 | //isvisible=1;
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| 64 |
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| 65 | //Scattering
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| 66 | Color+=isvisible*a_o*texRECT(Phase,float2(LDir2,negDir)).r*LightRad2;
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| 67 | //Transmittance
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| 68 | if(direction==LDir2)
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| 69 | {
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| 70 | //Color+=LightRad2*(1-Alb_Op.y)*isvisible;
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| 71 | Color+=LightRad2*isvisible;
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| 72 | }
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| 73 |
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| 74 |
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| 75 | ///Emission
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| 76 | //Color+=float3(0.01,0.01,0.01);
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| 77 |
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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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