50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
#include "common.h"
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#include "shared\waterconfig.h"
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#include "shared\watermove.h"
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struct v_vert
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{
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float4 P : POSITION; // (float,float,float,1)
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float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT;
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float4 B : BINORMAL;
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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float2 uv : TEXCOORD0; // (u0,v0)
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};
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struct vf
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{
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float4 hpos : POSITION ;
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float2 tbase : TEXCOORD0 ;
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float2 tdist0 : TEXCOORD1 ;
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float2 tdist1 : TEXCOORD2 ;
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float4 tctexgen : TEXCOORD3 ;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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};
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vf main (v_vert v)
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{
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vf o;
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float4 P = v.P;
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float3 N = unpack_normal (v.N);
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P = watermove (P);
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o.tbase = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
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o.tdist0 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
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o.tdist1 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
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o.hpos = mul (m_VP, P); // xform, input in world coords
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// Igor: for additional depth dest
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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o.tctexgen = mul( m_texgen, P);
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float3 Pe = mul (m_V, P);
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o.tctexgen.z = Pe.z;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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return o;
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}
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