91 lines
2.6 KiB
HLSL
91 lines
2.6 KiB
HLSL
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/*
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--------------------------------------------------------------------------------
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This source file is part of SkyX.
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Visit http://www.paradise-studios.net/products/skyx/
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Copyright (C) 2009-2012 Xavier Vergu<EFBFBD>n Gonz<EFBFBD>lez <xavyiy@gmail.com>
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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--------------------------------------------------------------------------------
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*/
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// ------------------------- SkyX lightning -----------------------------
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void main_vp(
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// IN
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float4 iPosition : POSITION,
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float3 iColor : COLOR,
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float2 iUV : TEXCOORD0,
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// OUT
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out float4 oPosition : POSITION,
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out float3 oUV : TEXCOORD0,
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out float4 oData : TEXCOORD1,
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// UNIFORM
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uniform float4x4 uWorldViewProj,
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uniform float3 uData)
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{
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oPosition = mul(uWorldViewProj, iPosition);
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oUV.xy = iUV;
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// Alpha
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oUV.z = uData.x;
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if (iColor.x > 0.5)
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{
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// Reverse y coord and mark
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oUV.y = 2+(1-oUV.y);
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}
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oData.xy = iColor.yz;
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oData.zw = uData.yz;
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}
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void main_fp(
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// IN
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float3 iUV : TEXCOORD0,
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float4 iData : TEXCOORD1,
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// OUT
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out float4 oColor : COLOR,
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// UNIFORM
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uniform float3 uColor)
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{
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float intensity = 0;
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float mult = 1;
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float smoothAvance = 16;
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if (iData.x+iUV.y*(iData.y-iData.x) > iData.z)
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{
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iUV.z *= 1-saturate(length(iData.x+iUV.y*(iData.y-iData.x) - iData.z)*smoothAvance);
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}
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if (iUV.y > 2)
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{
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iUV.y-=2; // Get back y coord
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intensity = saturate((1-2*length(float2(0.5,0.0)-iUV.xy)))*mult;
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}
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else
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{
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intensity = (1-2*length(0.5-iUV.x))*mult;
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}
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intensity = pow(intensity,1/(0.1f+iUV.z));
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// Falling effect
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smoothAvance = 6;
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iUV.z *= 1-iData.w*saturate(length(iData.x+iUV.y*(iData.y-iData.x) - iData.z)*smoothAvance);
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// Final color
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oColor = float4(uColor*iUV.z*intensity,1);
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}
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