e4s-sdk/gamedata/shaders/r1/detail_wave.vs
2026-06-17 23:06:51 +03:00

51 lines
1.1 KiB
GLSL

#include "common.h"
struct vf
{
float4 hpos : POSITION;
float4 C : COLOR0;
float2 tc : TEXCOORD0;
};
uniform float4 consts; // {1/quant,1/quant,diffusescale,ambient}
uniform float4 wave; // cx,cy,cz,tm
uniform float4 dir2D;
uniform float4 array [200] : register(c10);
vf main (v_detail v)
{
vf o;
// index
int i = v.misc.w;
float4 m0 = array[i+0];
float4 m1 = array[i+1];
float4 m2 = array[i+2];
float4 c0 = array[i+3];
// Transform to world coords
float4 pos;
pos.x = dot (m0, v.pos);
pos.y = dot (m1, v.pos);
pos.z = dot (m2, v.pos);
pos.w = 1;
//
float base = m1.w;
float dp = calc_cyclic (dot(pos,wave));
float H = pos.y - base; // height of vertex (scaled)
float frac = v.misc.z*consts.x; // fractional
float inten = H * dp;
float2 result = calc_xz_wave (dir2D.xz*inten,frac);
pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
o.hpos = mul (m_WVP,pos);
// Fake lighting
float dpc = max (0.f, dp);
o.C = c0 * (consts.w+consts.z*dpc*frac);
// final xform, color, tc
o.tc.xy = (v.misc * consts).xy;
return o;
}