e4s-sdk/gamedata/shaders/d3d11/deffer_lod.vs.hlsl
2026-06-17 23:06:51 +03:00

88 lines
1.9 KiB
HLSL

#include "common.hlsli"
cbuffer LodConstants
{
float3x4 m_xform;
float3x4 m_xform_v;
float4 consts;
float4 wind;
float4 wave;
float4 consts_old;
float4 wave_old;
float4 wind_old;
float4 c_scale;
float4 c_bias;
float2 c_sun;
}
void main(in v_tree I, out p_bumped_new O)
{
float4 pos = float4(mul(m_xform, I.P).xyz, 1.0);
float4 pos_old = pos;
float2 tc = I.tc.xy * consts.xy;
float sun = I.Nh.w * c_sun.x + c_sun.y;
float hemi = I.Nh.w * c_scale.w + c_bias.w;
#ifdef USE_LENGTH_BUFFER
O.lmap = I.Nh.w * c_scale.xyz + c_bias.xyz;
#endif
#ifdef USE_TREEWAVE
float base = m_xform._24;
float H = pos.y - base;
float dp = calc_cyclic(wave.w + dot(pos.xyz, wave.xyz));
float frac = I.tc.z * consts.x;
float inten = H * dp;
pos.xz += calc_xz_wave(wind.xz * inten, frac);
float dp_old = calc_cyclic(wave_old.w + dot(pos_old.xyz, wave_old.xyz));
float frac_old = I.tc.z * consts_old.x;
float inten_old = H * dp_old;
pos_old.xz += calc_xz_wave(wind_old.xz * inten_old, frac_old);
#endif
float3 Pe = mul(m_V, pos);
O.tcdh = float4(tc.xy, hemi, sun);
O.position = float4(Pe, 1.0f);
float3 N = unpack_bx4(unpack_D3DCOLOR(I.Nh).xyz);
#if defined(USE_BUMP) || defined(USE_TDETAIL_BUMP)
float3 T = unpack_bx4(unpack_D3DCOLOR(I.T).xyz);
float3 B = unpack_bx4(unpack_D3DCOLOR(I.B).xyz);
float3x3 xform = mul((float3x3)m_xform_v, float3x3(
T.x, B.x, N.x,
T.y, B.y, N.y,
T.z, B.z, N.z));
O.M1 = xform[0];
O.M2 = xform[1];
O.M3 = xform[2];
#else
N = mul((float3x3)m_xform_v, N);
O.M1 = N.xxx;
O.M2 = N.yyy;
O.M3 = N.zzz;
#endif
O.hpos = mul(m_VP, pos);
O.hpos_curr = O.hpos;
O.hpos_old = mul(m_VP_old, pos_old);
O.hpos.xy += m_taa_jitter.xy * O.hpos.w;
O.snow_mask = normalize(mul(m_xform, N)).y;
}