63 lines
1.9 KiB
GLSL
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;
|
|
float3 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 = mul (m_xform, unpack_normal(v.nc)); //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 (N)* (L_base*c_sun.x+c_sun.y); // sun
|
|
//float3 L_sun = L_sun_color*max( 0, (1+dot(N,-L_sun_dir_w))/2) * (L_base*c_sun.x+c_sun.y)*1.0f; // sun
|
|
float3 L_final = L_rgb + L_hemi + L_sun;
|
|
o.COL0 = L_final;
|
|
|
|
// final xform, color, tc
|
|
o.TEX0.xy = (v.misc * consts).xy;
|
|
|
|
return o;
|
|
}
|