Files
2026-06-01 12:46:52 +02:00

123 lines
4.3 KiB
HLSL

#include "def_effect.fx"
VSOBJ_NOLIGHT_OUTPUT SkyBox_VS( VSOBJ_INPUT In )
{
VSOBJ_NOLIGHT_OUTPUT Out = (VSOBJ_NOLIGHT_OUTPUT) 0;
float4 pos = In.position;
float3 normal = In.normal;
float4 color = In.diffuse;
float4 output_pos, pos_world;
int b_index = 0;
// transform position to screen space before changing it.
pos_world = mul( pos, blendMatrices[b_index] );
output_pos = mul( pos_world, view_proj_matrix );
Out.position = output_pos;
//apply fog
//float distfog = saturate((fFogDistEnd - output_pos.z)/(fFogDistEnd - fFogDistStart));
//float heightfog = saturate((fFogHeightEnd - pos_world.z)/(fFogHeightEnd - fFogHeightStart));
Out.fog = 1;//min(distfog, heightfog);
//float3 N = normalize(mul(normal, (float3x3)blendMatrices[b_index])); // normal (view space)
//float nLength = length(Light_position - pos_world);
//float3 L = normalize(Light_position - pos_world);
//float Atten = 1/(1+Light_ambient.a*nLength);
// eye-baseÀÇ half-way º¤ÅÍ
//float3 light_vector = -Light_direction_forsp;
//float3 eye_vector = Camera_position - pos_world;
//float3 halfway = normalize(normalize(light_vector) + normalize(eye_vector));
float fValue = (pos_world.z-fSky_Min_height)/(fSky_Max_height-fSky_Min_height);
fValue = saturate( fValue );
Out.diffuse = Sky_Light_High * fValue + Sky_Light_Low * (1-fValue);// * ddot * Atten + Light_specular * pow(dotval, 7); // diffuse + ambient
Out.diffuse.a = 1;
Out.texCoord = In.texCoord;
return Out;
}
VSCLOUD_OUTPUT CloudSpread_VS( VSCLOUD_INPUT In )
{
VSOBJ_NOLIGHT_OUTPUT Out = (VSCLOUD_OUTPUT) 0;
float4 pos = In.position;
float3 normal = In.normal;
float4 color = In.diffuse;
float4 output_pos, pos_world;
int b_index = 0;
pos_world = mul( pos, blendMatrices[b_index] );
// pos_world = pos;
float dVal = length(float2(pos_world.x, pos_world.y) - float2(CloudSpread_Center.x, CloudSpread_Center.y));
dVal = pow(saturate((CloudSpread_CornerDistance - dVal)/CloudSpread_CornerDistance), 2);
pos_world.z -= (1-dVal)*CloudSpread_BalanceHeight;
//pos_world.z -= (dVal)*CloudSpread_BalanceHeight;
// transform position to screen space before changing it.
output_pos = mul( pos_world, view_proj_matrix );
Out.position = output_pos;
//apply fog
//float distfog = saturate((fFogDistEnd - output_pos.z)/(fFogDistEnd - fFogDistStart));
//float heightfog = saturate((fFogHeightEnd - pos_world.z)/(fFogHeightEnd - fFogHeightStart));
Out.fog = 1;//min(distfog, heightfog);
//float3 N = normalize(mul(normal, (float3x3)blendMatrices[b_index])); // normal (view space)
//float nLength = length(Light_position - pos_world);
//float3 L = normalize(Light_position - pos_world);
//float Atten = 1/(1+Light_ambient.a*nLength);
// eye-baseÀÇ half-way º¤ÅÍ
//float3 light_vector = -Light_direction_forsp;
//float3 eye_vector = Camera_position - pos_world;
//float3 halfway = normalize(normalize(light_vector) + normalize(eye_vector));
//float ddot = saturate(dot(N, L));
//float sdot = saturate(dot(N, halfway));
//Out.diffuse = colorLight_ambient + max(Light_diffuse * ddot * Atten, Light_specular * pow(sdot, 7)); // diffuse + ambient
//Out.diffuse.a = fVisibility;
float fValue = (pos_world.z-fSky_Min_height)/(fSky_Max_height-fSky_Min_height);
fValue = saturate( fValue );
float4 output_color = Sky_Light_High * fValue + Sky_Light_Low * (1-fValue);
Out.diffuse = (1 - fVisibility)*output_color + fVisibility*color; // diffuse + ambient
Out.diffuse.a = color.a/255;
Out.texCoord1 = In.texCoord1; // [sonador]
//Out.texCoord2 = In.texCoord2; // [sonador]
//float heightturm = (pos_world.z - fTerrainTextureCenter.z);
//float4 litproj = heightturm*float4(L.x, L.y, L.z, L.z);///L.z;
//Out.texCoord2 = fTerrain1stTextureScale * (pos_world - fTerrainTextureCenter - litproj);
//heightturm = (pos_world.z - fTerrainTextureCenterDusk.z);
//litproj = heightturm*float4(L.x, L.y, L.z, L.z);///L.z;
//Out.texCoord3 = fTerrain2ndTextureScale * (pos_world - fTerrainTextureCenterDusk - litproj);
return Out;
}
technique SkyBox_Tech
{
pass P0
{
VertexShader = compile vs_1_1 SkyBox_VS();
PixelShader = NULL;
}
}
technique CloudSpread_Tech
{
pass P0
{
VertexShader = compile vs_1_1 CloudSpread_VS();
PixelShader = NULL;
}
}