struct a2v { float4 pos: POSITION; }; struct v2f { #ifndef FRAGMENT_SHADER float4 pos: POSITION; #endif float3 vpos: TEXCOORD0; }; #ifdef VERTEX_SHADER float4x4 m_modelviewprojection; v2f main (a2v inp) { v2f outp; outp.pos = mul(m_modelviewprojection, inp.pos); outp.vpos = inp.pos; return outp; } #endif #ifdef FRAGMENT_SHADER float e_time; float3 e_eyepos; float l_lightradius; float3 l_lightcolour; float3 l_lightposition; sampler s_t0; /*diffuse*/ sampler s_t1; /*normal*/ sampler s_t2; /*specular*/ float4 main (v2f inp) : COLOR0 { float2 tccoord; float3 dir = inp.vpos - e_eyepos; dir.z *= 3.0; dir.xy /= 0.5*length(dir); tccoord = (dir.xy + e_time*0.03125); float4 solid = tex2D(s_t0, tccoord); tccoord = (dir.xy + e_time*0.0625); float4 clouds = tex2D(s_t1, tccoord); return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1); } #endif