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