add game&rawdata
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54
gamedata/shaders/r3/shadow_direct_tree.vs
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54
gamedata/shaders/r3/shadow_direct_tree.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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//////////////////////////////////////////////////////////////////////////////////////////
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// Vertex
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#ifdef USE_AREF
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v2p_shadow_direct_aref main ( v_shadow_direct_aref I )
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#else // USE_AREF
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v2p_shadow_direct main ( v_shadow_direct I )
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#endif // USE_AREF
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{
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#ifdef USE_AREF
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v2p_shadow_direct_aref O;
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#else // USE_AREF
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v2p_shadow_direct O;
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#endif // USE_AREF
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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 inten = H * dp; // intensity
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float2 result;
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#ifdef USE_TREEWAVE
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result = 0;
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#else // USE_TREEWAVE
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#ifdef USE_AREF
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float frac = I.tc.z*consts.x; // fractional (or rigidity)
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#else // USE_AREF
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float frac = 0;
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#endif // USE_AREF
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result = calc_xz_wave (wind.xz*inten, frac);
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#endif // USE_TREEWAVE
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float4 f_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
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O.hpos = mul (m_VP, f_pos );
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#ifdef USE_AREF
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O.tc0 = (I.tc * consts).xy; // + result;
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#endif // USE_AREF
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#ifndef USE_HWSMAP
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O.depth = O.hpos.z;
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#endif
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return O;
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}
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FXVS;
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