| 1 | /** |
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| 2 | * \brief Godrays.cg is a CG (C for Graphics) shader collection to imitate the effects of lightray scattering through post-processing approaches. |
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| 3 | * |
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| 4 | * \author Markus Wegmann |
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| 5 | **/ |
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| 6 | |
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| 7 | /* |
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| 8 | |
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| 9 | % Description of my shader. |
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| 10 | % Second line of description for my shader. |
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| 11 | |
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| 12 | keywords: material classic |
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| 13 | |
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| 14 | date: 20110410 |
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| 15 | |
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| 16 | */ |
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| 17 | |
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| 18 | void sun_shader( |
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| 19 | float4 position : POSITION, |
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| 20 | float4 normal: NORMAL, |
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| 21 | |
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| 22 | out float4 oPosition : POSITION, |
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| 23 | out float4 oColor : COLOR, |
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| 24 | |
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| 25 | uniform float4x4 modelViewProj, |
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| 26 | uniform float4 sunColor) |
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| 27 | { |
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| 28 | oPosition = mul(modelViewProj, position); |
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| 29 | oColor = 2 * normalize(sunColor); |
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| 30 | } |
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| 31 | |
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| 32 | |
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| 33 | void black_shader( |
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| 34 | float4 position : POSITION, |
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| 35 | |
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| 36 | out float4 oPosition : POSITION, |
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| 37 | out float4 oColor: COLOR0, |
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| 38 | |
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| 39 | uniform float4x4 modelViewProj) |
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| 40 | { |
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| 41 | oPosition = mul(modelViewProj, position); |
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| 42 | oColor = float4 (0, 0, 0, 1); |
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| 43 | } |
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| 44 | |
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| 45 | |
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| 46 | //// Variables //// |
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| 47 | ///////////////////////////////////////////////////////////////////////////////////// |
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| 48 | |
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| 49 | float4 SunLightColor : Specular < |
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| 50 | string UIName = "Lamp 0 Color"; |
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| 51 | string Object = "Pointlight0"; |
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| 52 | string UIWidget = "Color"; |
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| 53 | > = {0.3, 0.42, 1, 1}; |
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| 54 | |
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| 55 | //// UN-TWEAKABLES - AUTOMATICALLY-TRACKED TRANSFORMS //// |
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| 56 | |
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| 57 | float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; |
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| 58 | float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >; |
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| 59 | float4x4 VpXf : ViewProjection < string UIWidget="None"; >; |
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| 60 | float4x4 WorldXf : World < string UIWidget="None"; >; |
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| 61 | float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; |
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| 62 | |
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| 63 | |
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| 64 | //// Techniques //// |
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| 65 | technique SunShader |
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| 66 | { |
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| 67 | pass p0 < |
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| 68 | string Script = "Draw=geometry;"; |
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| 69 | > { |
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| 70 | DepthTestEnable = true; |
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| 71 | DepthMask = true; |
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| 72 | BlendEnable = true; |
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| 73 | CullFaceEnable = true; |
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| 74 | |
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| 75 | VertexProgram = compile vp30 sun_shader(WvpXf, SunLightColor); |
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| 76 | } |
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| 77 | } |
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| 78 | |
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| 79 | technique BlackShader |
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| 80 | { |
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| 81 | pass p0 < |
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| 82 | string Script = "Draw=geometry;"; |
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| 83 | > { |
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| 84 | DepthTestEnable = true; |
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| 85 | DepthMask = true; |
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| 86 | BlendEnable = true; |
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| 87 | CullFaceEnable = true; |
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| 88 | |
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| 89 | VertexProgram = compile vp30 black_shader(WvpXf); |
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| 90 | } |
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| 91 | } |
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| 92 | |
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| 93 | |
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