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- //water vertex shader:
- //adjusts alpha based on angle between surface normal and eye
- //1 directional light also applied
- //also does environmental reflection off water (env map should be fixed relative to axises)
- //Luke Lenhart
- //(C)2004-2005 Digipen Institute of Technology
-
-
- //world,view,projection transform
- float4x4 matWorld;
- float4x4 matWorldViewProj;
-
- //camera position in world space
- float4 cameraPos;
-
- //directional light (assumed to be the sun)
- float4 lgtDirection;
-
- //shader input
- struct VS_INPUT
- {
- float4 Pos : POSITION;
- float4 Normal : NORMAL;
- float4 Clr: COLOR0;
- };
-
- //shader output
- struct VS_OUTPUT
- {
- float4 Pos : POSITION;
- float4 Color : COLOR;
- float2 Tex0 : TEXCOORD0;
- float3 Tex1 : TEXCOORD1;
- //float FogClr : TEXCOORD2;
- };
-
- //shader code
- VS_OUTPUT VShader(VS_INPUT In)
- {
- VS_OUTPUT Out;
-
- //tex coord generated from position
- Out.Tex0=In.Pos;
-
- //out position
- Out.Pos=mul(matWorldViewProj,In.Pos);
-
- //calc directional light color
- Out.Color=dot(In.Normal,lgtDirection)*In.Clr;
-
- //calc alpha based dot between vertex normal and vector from vertex to camera
- //taken to a high power to spread translucent range over more of the angle range
- //done in world space
- float3 vecEyeToVertex=normalize(cameraPos-In.Pos);
- float alpha=pow(1.0f-dot(vecEyeToVertex,In.Normal), 15.0f);
- Out.Color+=alpha*float4(0.2f,0.2f,0.2f,0.0f);
- Out.Color.a=(0.6f+alpha)*In.Clr.a;
-
- //calc env reflection vector
- //done in world space
- float3 tranNorm=In.Normal.xyz;
- Out.Tex1=reflect(-vecEyeToVertex,tranNorm);
-
- //calc fog color
- //Out.FogClr=saturate(log(distance(cameraPos.xyz,In.Pos.xyz))*0.08f - 0.1f);
-
- //spit out the results
- return Out;
- }
-