#include "common.hlsli" #include "shared\waterconfig.hlsli" #include "shared\watermove.hlsli" struct v_vertx { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float4 color : COLOR0; // (r,g,b,dir-occlusion) float2 uv : TEXCOORD0; // (u0,v0) }; struct vf { float4 hpos : POSITION; float2 tbase : TEXCOORD0; // base float2 tnorm0 : TEXCOORD1; // nm0 float2 tnorm1 : TEXCOORD2; // nm1 float3 M1 : TEXCOORD3; float3 M2 : TEXCOORD4; float3 M3 : TEXCOORD5; float3 v2point : TEXCOORD6; float4 c0 : COLOR0; float fog : FOG; }; vf main(v_vertx v) { vf o; float4 P = v.P; // world float3 NN = unpack_normal(v.N); P = watermove(P); o.v2point = P - eye_position; o.tbase = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc o.tnorm0 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0); o.tnorm1 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1); // Calculate the 3x3 transform from tangent space to eye-space // TangentToEyeSpace = object2eye * tangent2object // = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose) float3 N = unpack_bx2(v.N); // just scale (assume normal in the -.5f, .5f) float3 T = unpack_bx2(v.T); // float3 B = unpack_bx2(v.B); // float3x3 xform = mul((float3x3)m_W, float3x3(T.x, B.x, N.x, T.y, B.y, N.y, T.z, B.z, N.z)); // The pixel shader operates on the bump-map in [0..1] range // Remap this range in the matrix, anyway we are pixel-shader limited :) // ...... [ 2 0 0 0] // ...... [ 0 2 0 0] // ...... [ 0 0 2 0] // ...... [-1 -1 -1 1] // issue: strange, but it's slower :( // issue: interpolators? dp4? VS limited? black magic? // Feed this transform to pixel shader o.M1 = xform[0]; o.M2 = xform[1]; o.M3 = xform[2]; float3 L_rgb = v.color.xyz; // precalculated RGB lighting float3 L_hemi = v_hemi(N) * v.N.w; // hemisphere float3 L_sun = v_sun(N) * v.color.w; // sun float3 L_final = L_rgb + L_hemi + L_sun + L_ambient; o.hpos = mul(m_VP, P); // xform, input in world coords o.fog = calc_fogging(v.P); o.c0 = float4(L_final, o.fog); return o; }