49 lines
1.4 KiB
GLSL
49 lines
1.4 KiB
GLSL
#include "common.h"
|
|
|
|
uniform float3x4 m_xform;
|
|
uniform float3x4 m_xform_v;
|
|
uniform float4 consts; // {1/quant,1/quant,???,???}
|
|
uniform float4 c_scale,c_bias,wind,wave;
|
|
uniform float2 c_sun; // x=*, y=+
|
|
|
|
p_flat main (v_tree I)
|
|
{
|
|
p_flat o;
|
|
|
|
// Transform to world coords
|
|
float3 pos = mul (m_xform, I.P);
|
|
|
|
//
|
|
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 = I.tc.z*consts.x; // fractional (or rigidity)
|
|
float inten = H * dp; // intensity
|
|
float2 result = calc_xz_wave (wind.xz*inten, frac);
|
|
#ifdef USE_TREEWAVE
|
|
result = 0;
|
|
#endif
|
|
float4 f_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
|
|
|
|
// Final xform(s)
|
|
// Final xform
|
|
float3 Pe = mul (m_V, f_pos );
|
|
float hemi = I.Nh.w*c_scale.w + c_bias.w;
|
|
//float hemi = I.Nh.w;
|
|
o.hpos = mul (m_VP, f_pos );
|
|
o.N = mul ((float3x3)m_xform_v, unpack_bx2(I.Nh) );
|
|
o.tcdh = float4 ((I.tc * consts).xyyy );
|
|
o.position = float4 (Pe, hemi );
|
|
|
|
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
|
float suno = I.Nh.w * c_sun.x + c_sun.y ;
|
|
o.tcdh.w = suno; // (,,,dir-occlusion)
|
|
#endif
|
|
|
|
#ifdef USE_TDETAIL
|
|
o.tcdbump = o.tcdh*dt_params; // dt tc
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
FXVS;
|