/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González 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); }