#include "common.hlsli" struct vf { float4 hpos : POSITION; float4 C : COLOR0; float2 tc : TEXCOORD0; float fog : FOG; }; uniform float4 consts; // {1/quant,1/quant,diffusescale,ambient} uniform float4 wave; // cx,cy,cz,tm uniform float4 dir2D; uniform float2x4 array[50] : register(c10); float3x3 setMatrix (float3 hpb) { float _ch, _cp, _cb, _sh, _sp, _sb, _cc, _cs, _sc, _ss; sincos(hpb.x, _sh, _ch); sincos(hpb.y, _sp, _cp); sincos(hpb.z, _sb, _cb); _cc = _ch*_cb; _cs = _ch*_sb; _sc = _sh*_cb; _ss = _sh*_sb; return float3x3(_cc-_sp*_ss, _sp*_sc+_cs, -_cp*_sh, -_cp*_sb, _cp*_cb, _sp, _sp*_cs+_sc, _ss-_sp*_cc, _cp*_ch); }; vf main(v_detail v) { vf o; // index int i = v.misc.w; float2x4 mm = array[i]; float3x3 mmhpb = setMatrix(mm[0].xyz); float3 posi = float3(mm[1].xyz); float scale = mm[0].w; float hemi = abs(mm[1].w); float sun = sign(mm[1].w)*0.25f+0.25f; float4 m0 = float4(mmhpb[0]*scale, posi.x); float4 m1 = float4(mmhpb[1]*scale, posi.y); float4 m2 = float4(mmhpb[2]*scale, posi.z); float4 c0 = float4(L_ambient.rgb+L_hemi_color.rgb*hemi+L_sun_color.rgb*sun, 1.0f); // Transform to world coords float4 pos; pos.x = dot(m0, v.pos); pos.y = dot(m1, v.pos); pos.z = dot(m2, v.pos); pos.w = 1; // float base = m1.w; float dp = calc_cyclic(dot(pos, wave)); float H = v.pos.y * length(m1.xyz); float fractional = v.misc.z * consts.x; // fractional float inten = H * dp; float2 result = calc_xz_wave(dir2D.xz * inten, fractional); pos = float4(pos.x + result.x, pos.y, pos.z + result.y, 1); o.hpos = mul(m_WVP, pos); // Calc fog o.fog = calc_fogging(pos); // Fake lighting float dpc = max(0.f, dp); o.C = c0 * (consts.w + consts.z * dpc * fractional); // final xform, color, tc o.tc.xy = (v.misc * consts).xy; return o; }