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

63 lines
1.9 KiB
GLSL

#include "common.h"
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;
float2 TEX0 : TEXCOORD0;
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.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 = 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_wrap (N,.25f)* (L_base*c_sun.x+c_sun.y); // sun
float3 L_sun = v_sun (N)* (L_base*c_sun.x+c_sun.y); // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
o.COL0 = float4 (L_final,1);
// final xform, color, tc
o.TEX0.xy = (v.misc * consts).xy;
return o;
}