pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_Lightning.hlsl

91 lines
2.6 KiB
HLSL

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