67 lines
2 KiB
HLSL
67 lines
2 KiB
HLSL
#include "common.hlsli"
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struct av
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{
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float4 pos : POSITION; // (float,float,float,1)
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float4 nc : NORMAL; // (float,float,float,clr)
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float4 misc : TEXCOORD0; // (u(Q),v(Q),frac,???)
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};
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struct vf
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{
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float4 HPOS : POSITION;
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float4 COL0 : COLOR0;
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float4 c1 : COLOR1;
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float2 TEX0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1; // detail
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float fog : FOG;
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};
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uniform float3x4 m_xform;
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uniform float4 consts; // {1/quant,1/quant,???,???}
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uniform float4 wave; // cx,cy,cz,tm
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uniform float4 wind; // direction2D
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uniform float4 c_bias; // + color
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uniform float4 c_scale; // * color
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uniform float2 c_sun; // x=*, y=+
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vf main(av v)
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{
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vf o;
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// Transform to world coords
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float3 pos = mul(m_xform, v.pos);
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//
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float base = m_xform._24; // take base height from matrix
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float dp = calc_cyclic(wave.w + dot(pos, (float3)wave));
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float H = pos.y - base; // height of vertex (scaled, rotated, etc.)
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float frac = v.misc.z * consts.x; // fractional (or rigidity)
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float inten = H * dp; // intensity
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float2 result = calc_xz_wave(wind.xz * inten, frac);
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float4 f_pos = float4(pos, 1); // float4 (pos.x+result.x, pos.y, pos.z+result.y, 1);
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// Calc fog
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o.fog = calc_fogging(f_pos);
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// Final xform
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o.HPOS = mul(m_VP, f_pos);
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// Lighting
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float3 N = mul(m_xform, unpack_normal(v.nc)); // normalize (mul (m_xform, unpack_normal(v.nc)));
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float L_base = v.nc.w; // base hemisphere
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float4 L_unpack = c_scale * L_base + c_bias; // unpacked and decompressed
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float3 L_rgb = L_unpack.xyz; // precalculated RGB lighting
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float3 L_hemi = v_hemi_wrap(N, .75f) * L_unpack.w; // hemisphere
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float3 L_sun = v_sun(N) * (L_base * c_sun.x + c_sun.y); // sun
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float3 L_final = L_rgb + L_hemi + L_sun;
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// final xform, color, tc
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o.TEX0.xy = (v.misc * consts).xy;
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o.tc1 = o.TEX0 * dt_params; // dt tc
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float2 dt = calc_detail(f_pos); //
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o.COL0 = float4(L_final, dt.x); //
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o.c1 = dt.y; //
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return o;
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}
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