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Last change
on this file since 12085 was
9425,
checked in by davidsa, 13 years ago
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Improved glow effect, added some minor documentation to the glow.material file.
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File size:
975 bytes
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| Line | |
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| 1 | struct vertexOut |
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| 2 | { |
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| 3 | float4 position : POSITION; |
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| 4 | float2 uv : TEXCOORD0; |
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| 5 | float3 worldNormal : TEXCOORD1; |
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| 6 | float3 worldView : TEXCOORD2; |
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| 7 | }; |
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| 8 | |
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| 9 | float4 main(vertexOut input, uniform float alphaValue, uniform float cutoffAngle, uniform float exponent, uniform float time, uniform float4 color) : COLOR |
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| 10 | { |
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| 11 | float3 Nn = normalize(input.worldNormal); |
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| 12 | float3 Vn = normalize(input.worldView); |
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| 13 | float alphaMod = dot(Nn, Vn);//this is a measure for how close we are to the edge of a model according to our view |
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| 14 | float cutoff=cos(cutoffAngle * 3.14 / 180.0);//pi divided by 180 |
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| 15 | if(alphaMod<cutoff)//transform output range so it only affects angles close to 90 degrees |
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| 16 | { |
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| 17 | alphaMod/=cutoff; |
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| 18 | } |
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| 19 | else |
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| 20 | { |
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| 21 | alphaMod=1.0; |
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| 22 | } |
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| 23 | alphaMod = pow(alphaMod,exponent); //how fast should the intensity of the glow decrease |
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| 24 | color.w = alphaMod * alphaValue * ((sin(time)/3.14 + 1.0) / 2.0 + 0.1); |
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| 25 | return color; |
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| 26 | } |
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