| 1 | /** |
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| 2 | * |
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| 3 | * \brief |
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| 4 | * Godrays_*.cg is a radial blur based shader implementation of the natural effects of godrays (ray light scattering). |
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| 5 | * Godrays_raw.cg includes the shader programs for the preparating step. Is only of representative use. |
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| 6 | * |
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| 7 | * \author Markus Wegmann |
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| 8 | * |
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| 9 | **/ |
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| 10 | |
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| 11 | |
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| 12 | void sun_shader( |
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| 13 | float4 position : POSITION, |
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| 14 | float4 normal: NORMAL, |
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| 15 | |
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| 16 | out float4 oPosition : POSITION, |
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| 17 | out float4 oColor : COLOR, |
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| 18 | |
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| 19 | uniform float4x4 modelViewProj, |
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| 20 | uniform float4 sunColor) |
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| 21 | { |
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| 22 | oPosition = mul(modelViewProj, position); |
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| 23 | oColor = 2 * normalize(sunColor); |
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| 24 | } |
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| 25 | |
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| 26 | |
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| 27 | void obstacle_shader( |
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| 28 | float4 position : POSITION, |
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| 29 | |
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| 30 | out float4 oPosition : POSITION, |
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| 31 | out float4 oColor: COLOR0, |
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| 32 | |
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| 33 | uniform float4x4 modelViewProj) |
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| 34 | { |
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| 35 | oPosition = mul(modelViewProj, position); |
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| 36 | oColor = float4 (0, 0, 0, 1); |
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| 37 | } |
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| 38 | |
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| 39 | |
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| 40 | /* CgFx based code |
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| 41 | |
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| 42 | |
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| 43 | //// Variables //// |
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| 44 | ///////////////////////////////////////////////////////////////////////////////////// |
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| 45 | |
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| 46 | float4 SunLightColor : Specular < |
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| 47 | string UIName = "Lamp 0 Color"; |
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| 48 | string Object = "Pointlight0"; |
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| 49 | string UIWidget = "Color"; |
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| 50 | > = {0.3, 0.42, 1, 1}; |
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| 51 | |
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| 52 | //// UN-TWEAKABLES - AUTOMATICALLY-TRACKED TRANSFORMS //// |
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| 53 | |
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| 54 | float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; |
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| 55 | float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >; |
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| 56 | float4x4 VpXf : ViewProjection < string UIWidget="None"; >; |
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| 57 | float4x4 WorldXf : World < string UIWidget="None"; >; |
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| 58 | float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; |
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| 59 | |
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| 60 | |
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| 61 | //// Techniques //// |
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| 62 | technique SunShader |
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| 63 | { |
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| 64 | pass p0 < |
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| 65 | string Script = "Draw=geometry;"; |
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| 66 | > { |
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| 67 | DepthTestEnable = true; |
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| 68 | DepthMask = true; |
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| 69 | BlendEnable = true; |
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| 70 | CullFaceEnable = true; |
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| 71 | |
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| 72 | VertexProgram = compile vp40 sun_shader(WvpXf, SunLightColor); |
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| 73 | } |
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| 74 | } |
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| 75 | |
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| 76 | technique BlackShader |
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| 77 | { |
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| 78 | pass p0 < |
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| 79 | string Script = "Draw=geometry;"; |
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| 80 | > { |
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| 81 | DepthTestEnable = true; |
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| 82 | DepthMask = true; |
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| 83 | BlendEnable = true; |
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| 84 | CullFaceEnable = true; |
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| 85 | |
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| 86 | VertexProgram = compile vp40 obstacle_shader(WvpXf); |
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| 87 | } |
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| 88 | } |
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| 89 | |
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| 90 | */ |
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| 91 | |
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