/* * Copyright 2010, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ uniform float4x4 world : WORLD; uniform float4x4 viewProjection : VIEWPROJECTION; uniform float4 waterColor; uniform float3 sunVector; uniform float fadeFudge; sampler diffuseSampler; // input parameters for our vertex shader struct VertexShaderInput { float4 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; }; // input parameters for our pixel shader // also the output parameters for our vertex shader struct PixelShaderInput { float4 position : POSITION; float2 texcoord : TEXCOORD0; float fade : TEXCOORD1; float4 color : TEXCOORD2; float4 worldPosition : TEXCOORD3; }; PixelShaderInput vertexShaderFunction(VertexShaderInput input) { PixelShaderInput output; float4 worldPosition = mul(input.position, world); output.position = mul(float4(worldPosition.xyz, 1), viewProjection); output.worldPosition = worldPosition; output.texcoord = input.texcoord; output.color = dot(sunVector, normalize(mul(float4(input.normal, 0), world))); output.fade = 0.2 + 0.8 * saturate(worldPosition.z * fadeFudge); return output; } float4 pixelShaderFunction(PixelShaderInput input) : COLOR { float4 color = tex2D(diffuseSampler, input.texcoord); // float4 diffuse = tex2D(diffuseSampler, input.texcoord); // float4 color = lerp(diffuse * input.color, waterColor, input.fade); float alpha = input.worldPosition.z < 100 ? color.a : 0; return float4(color.xyz, alpha); } // #o3d VertexShaderEntryPoint vertexShaderFunction // #o3d PixelShaderEntryPoint pixelShaderFunction // #o3d MatrixLoadOrder RowMajor