#define D 128 struct VertexOut { float4 VertexPosition :POSITION; float2 TexCoord :TEXCOORD; int ID :TEXCOORD1; }; /* Vertex program for cloud rendering */ VertexOut VertexProgram( float4 Position :POSITION, float2 Texcoord: TEXCOORD ) { VertexOut Out; Out.VertexPosition=Position; Out.TexCoord=Texcoord; Out.ID=Texcoord.x; return Out; } /* Fragment program for cloud rendering */ float3 FragmentProgram( VertexOut In, uniform samplerRECT LVisMap, uniform samplerRECT Phase, uniform float4 LightDirsWeights, uniform float3 LightRad, uniform float3 LightRad2, uniform float2 Alb_Op):COLOR { float3 Color=float3(0,0,0); int direction=floor(In.TexCoord.y); int negDir=D-1-direction; int particle=In.ID; if(floor(In.TexCoord.x)==500) { //Color=LightRad; Color=float3(18,12,0); } return Color; }