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gamedata/shaders/r2/deffer_detail.vs.hlsl
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81
gamedata/shaders/r2/deffer_detail.vs.hlsl
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#include "common.hlsli"
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uniform float4 consts;
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uniform float4 wave;
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uniform float4 dir2D;
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uniform float2x4 array[50];
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float3x3 setMatrix (float3 hpb)
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{
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float _ch, _cp, _cb, _sh, _sp, _sb, _cc, _cs, _sc, _ss;
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sincos(hpb.x, _sh, _ch);
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sincos(hpb.y, _sp, _cp);
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sincos(hpb.z, _sb, _cb);
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_cc = _ch*_cb; _cs = _ch*_sb; _sc = _sh*_cb; _ss = _sh*_sb;
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return float3x3(_cc-_sp*_ss, _sp*_sc+_cs, -_cp*_sh,
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-_cp*_sb, _cp*_cb, _sp,
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_sp*_cs+_sc, _ss-_sp*_cc, _cp*_ch);
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};
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void main(in v_detail I, out p_bumped_new O)
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{
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int i = I.misc.w;
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float2x4 mm = array[i];
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float3x3 mmhpb = setMatrix(mm[0].xyz);
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float3 posi = float3(mm[1].xyz);
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float scale = mm[0].w;
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float hemi = abs(mm[1].w);
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float sun = sign(mm[1].w)*0.25f+0.25f;
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float4 m0 = float4(mmhpb[0]*scale, posi.x);
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float4 m1 = float4(mmhpb[1]*scale, posi.y);
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float4 m2 = float4(mmhpb[2]*scale, posi.z);
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float4 pos;
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pos.x = dot(m0, I.pos);
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pos.y = dot(m1, I.pos);
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pos.z = dot(m2, I.pos);
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pos.w = 1.0f;
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#ifdef USE_TREEWAVE
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float base = m1.w;
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float H = I.pos.y * length(m1.xyz);
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float fractional = I.misc.z * consts.x;
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float dp = calc_cyclic(dot(pos, wave));
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float inten = H * dp;
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pos.xz += calc_xz_wave(dir2D.xz * inten, fractional);
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#endif
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float3 Pe = mul(m_WV, pos);
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float2 tc = I.misc.xy * consts.xy;
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float3 N;
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N.x = pos.x - m0.w;
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N.y = pos.y - m1.w + 0.75f;
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N.z = pos.z - m2.w;
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O.tcdh = float4(tc.xy, hemi, sun);
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O.position = float4(Pe, 1.0f);
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float3x3 xform = mul((float3x3)m_WV, float3x3(
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0.0f, 0.0f, N.x,
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0.0f, 0.0f, N.y,
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0.0f, 0.0f, N.z));
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O.M1 = xform[0];
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O.M2 = xform[1];
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O.M3 = xform[2];
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O.hpos = mul(m_WVP, pos);
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}
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