#include "common.hlsli" struct av { float4 pos : POSITION; // (float,float,float,1) float4 nc : NORMAL; // (float,float,float,clr) float4 misc : TEXCOORD0; // (u(Q),v(Q),frac,???) }; struct vf { float4 HPOS : POSITION; float4 COL0 : COLOR0; float4 c1 : COLOR1; float2 TEX0 : TEXCOORD0; float2 tc1 : TEXCOORD1; // detail float fog : FOG; }; uniform float3x4 m_xform; uniform float4 consts; // {1/quant,1/quant,???,???} uniform float4 wave; // cx,cy,cz,tm uniform float4 wind; // direction2D uniform float4 c_bias; // + color uniform float4 c_scale; // * color uniform float2 c_sun; // x=*, y=+ vf main(av v) { vf o; // Transform to world coords float3 pos = mul(m_xform, v.pos); // float base = m_xform._24; // take base height from matrix float dp = calc_cyclic(wave.w + dot(pos, (float3)wave)); float H = pos.y - base; // height of vertex (scaled, rotated, etc.) float frac = v.misc.z * consts.x; // fractional (or rigidity) float inten = H * dp; // intensity float2 result = calc_xz_wave(wind.xz * inten, frac); float4 f_pos = float4(pos, 1); // float4 (pos.x+result.x, pos.y, pos.z+result.y, 1); // Calc fog o.fog = calc_fogging(f_pos); // Final xform o.HPOS = mul(m_VP, f_pos); // Lighting float3 N = mul(m_xform, unpack_normal(v.nc)); // normalize (mul (m_xform, unpack_normal(v.nc))); float L_base = v.nc.w; // base hemisphere float4 L_unpack = c_scale * L_base + c_bias; // unpacked and decompressed float3 L_rgb = L_unpack.xyz; // precalculated RGB lighting float3 L_hemi = v_hemi_wrap(N, .75f) * L_unpack.w; // hemisphere float3 L_sun = v_sun(N) * (L_base * c_sun.x + c_sun.y); // sun float3 L_final = L_rgb + L_hemi + L_sun; // final xform, color, tc o.TEX0.xy = (v.misc * consts).xy; o.tc1 = o.TEX0 * dt_params; // dt tc float2 dt = calc_detail(f_pos); // o.COL0 = float4(L_final, dt.x); // o.c1 = dt.y; // return o; }