add game&rawdata
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73
gamedata/shaders/r2/deffer_tree_bump.vs
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73
gamedata/shaders/r2/deffer_tree_bump.vs
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#include "common.h"
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uniform float3x4 m_xform ;
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uniform float3x4 m_xform_v ;
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uniform float4 consts; // {1/quant,1/quant,???,???}
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uniform float4 c_scale,c_bias,wind,wave;
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uniform float2 c_sun; // x=*, y=+
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p_bumped main (v_tree I)
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{
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// Transform to world coords
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float3 pos = mul (m_xform, I.P);
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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 = I.tc.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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#ifdef USE_TREEWAVE
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result = 0;
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#endif
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float4 w_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
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float2 tc = (I.tc * consts).xy;
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float hemi = I.Nh.w * c_scale.w + c_bias.w;
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// float hemi = I.Nh.w;
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// Eye-space pos/normal
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p_bumped O;
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float3 Pe = mul (m_V, w_pos );
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O.tcdh = float4 (tc.xyyy );
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O.hpos = mul (m_VP, w_pos );
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O.position = float4 (Pe, hemi );
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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float suno = I.Nh.w * c_sun.x + c_sun.y ;
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O.tcdh.w = suno; // (,,,dir-occlusion)
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#endif
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// Calculate the 3x3 transform from tangent space to eye-space
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// TangentToEyeSpace = object2eye * tangent2object
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// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
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float3 N = unpack_bx4(I.Nh); // just scale (assume normal in the -.5f, .5f)
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float3 T = unpack_bx4(I.T); //
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float3 B = unpack_bx4(I.B); //
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float3x3 xform = mul ((float3x3)m_xform_v, float3x3(
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T.x,B.x,N.x,
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T.y,B.y,N.y,
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T.z,B.z,N.z
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));
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// The pixel shader operates on the bump-map in [0..1] range
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// Remap this range in the matrix, anyway we are pixel-shader limited :)
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// ...... [ 2 0 0 0]
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// ...... [ 0 2 0 0]
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// ...... [ 0 0 2 0]
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// ...... [-1 -1 -1 1]
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// issue: strange, but it's slower :(
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// issue: interpolators? dp4? VS limited? black magic?
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// Feed this transform to pixel shader
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O.M1 = xform[0];
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O.M2 = xform[1];
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O.M3 = xform[2];
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#ifdef USE_TDETAIL
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O.tcdbump = O.tcdh * dt_params; // dt tc
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#endif
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return O;
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}
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FXVS;
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