add game&rawdata
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41
gamedata/shaders/r1/tree_s_point.vs.hlsl
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41
gamedata/shaders/r1/tree_s_point.vs.hlsl
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#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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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_point main(av v)
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{
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vf_point 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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float3 f_N = normalize(mul(m_xform, unpack_normal(v.nc)));
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// Final xform
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o.hpos = mul(m_VP, f_pos);
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o.tc0 = (v.misc * consts).xy;
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o.color = calc_point(o.tc1, o.tc2, f_pos, f_N);
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return o;
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}
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