add game&rawdata
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92
gamedata/shaders/r2/water.vs
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92
gamedata/shaders/r2/water.vs
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#include "common.h"
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#include "shared\waterconfig.h"
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#include "shared\watermove.h"
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struct v_vert
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{
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float4 P : POSITION; // (float,float,float,1)
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float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT;
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float4 B : BINORMAL;
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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float2 uv : TEXCOORD0; // (u0,v0)
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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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float2 tbase : TEXCOORD0 ; // base
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float2 tnorm0 : TEXCOORD1 ; // nm0
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float2 tnorm1 : TEXCOORD2 ; // nm1
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half3 M1 : TEXCOORD3 ;
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half3 M2 : TEXCOORD4 ;
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half3 M3 : TEXCOORD5 ;
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half3 v2point : TEXCOORD6 ;
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float4 tctexgen : TEXCOORD7 ;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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half4 c0 : COLOR0 ;
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float fog : FOG ;
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};
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vf main(v_vert v)
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{
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vf o;
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float4 P = v.P ; // world
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float3 NN = unpack_normal (v.N) ;
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P = watermove (P) ;
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o.v2point = P-eye_position ;
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o.tbase = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
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o.tnorm0 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
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o.tnorm1 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
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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_bx2(v.N); // just scale (assume normal in the -.5f, .5f)
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float3 T = unpack_bx2(v.T); //
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float3 B = unpack_bx2(v.B); //
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float3x3 xform = mul ((float3x3)m_W, 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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float3 L_rgb = v.color.xyz; // precalculated RGB lighting
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float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere
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float3 L_sun = v_sun(N)*v.color.w; // sun
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float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
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// L_final = v.N.w + L_ambient;
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o.hpos = mul (m_VP, P); // xform, input in world coords
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o.fog = saturate(calc_fogging (v.P));
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o.c0 = float4 (L_final,o.fog);
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// Igor: for additional depth dest
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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o.tctexgen = mul( m_texgen, P);
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float3 Pe = mul (m_V, P);
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o.tctexgen.z = Pe.z;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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return o;
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}
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