add game&rawdata
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gamedata/shaders/r3/deffer_tree_flat.vs
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53
gamedata/shaders/r3/deffer_tree_flat.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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v2p_flat main (v_tree I)
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{
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I.Nh = unpack_D3DCOLOR(I.Nh);
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I.T = unpack_D3DCOLOR(I.T);
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I.B = unpack_D3DCOLOR(I.B);
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v2p_flat o;
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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 f_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
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// Final xform(s)
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// Final xform
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float3 Pe = mul (m_V, f_pos );
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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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o.hpos = mul (m_VP, f_pos );
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o.N = mul ((float3x3)m_xform_v, unpack_bx2(I.Nh) );
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o.tcdh = float4 ((I.tc * consts).xyyy );
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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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#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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