e4s-game/gamedata/shaders/r1/tree_test.vs.hlsl
2026-06-18 01:18:29 +03:00

62 lines
1.8 KiB
HLSL

#include "common.hlsli"
struct av
{
float4 pos : POSITION; // (float,float,float,1)
float4 nc : NORMAL; // (float,float,float,clr)
float4 misc : TEXCOORD0; // (u(Q),v(Q),frac,???)
};
struct vf
{
float4 HPOS : POSITION;
float3 COL0 : COLOR0;
float2 TEX0 : TEXCOORD0;
float fog : FOG;
};
uniform float3x4 m_xform;
uniform float4 consts; // {1/quant,1/quant,???,???}
uniform float4 wave; // cx,cy,cz,tm
uniform float4 wind; // direction2D
uniform float4 c_bias; // + color
uniform float4 c_scale; // * color
uniform float2 c_sun; // x=*, y=+
vf main(av v)
{
vf o;
// Transform to world coords
float3 pos = mul(m_xform, v.pos);
//
float base = m_xform._24; // take base height from matrix
float dp = calc_cyclic(wave.w + dot(pos, (float3)wave));
float H = pos.y - base; // height of vertex (scaled, rotated, etc.)
float frac = v.misc.z * consts.x; // fractional (or rigidity)
float inten = H * dp; // intensity
float2 result = calc_xz_wave(wind.xz * inten, frac);
float4 f_pos = float4(pos, 1); // float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
// Calc fog
o.fog = calc_fogging(f_pos);
// Final xform
o.HPOS = mul(m_VP, f_pos);
// Lighting
float3 N = mul(m_xform, unpack_normal(v.nc)); // normalize (mul (m_xform, unpack_normal(v.nc)));
float L_base = v.nc.w; // base hemisphere
float4 L_unpack = c_scale * L_base + c_bias; // unpacked and decompressed
float3 L_rgb = L_unpack.xyz;
float3 L_hemi = v_hemi_wrap(N, .75f) * L_unpack.w; // hemisphere
float3 L_sun = v_sun_wrap(N, .25f) * (L_base * c_sun.x + c_sun.y); // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
o.COL0 = L_final; //,1);
// final xform, color, tc
o.TEX0.xy = (v.misc * consts).xy;
return o;
}