88 lines
2.9 KiB
HLSL
88 lines
2.9 KiB
HLSL
#include "common.hlsli"
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#include "shared\waterconfig.hlsli"
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#include "shared\watermove.hlsli"
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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; // base
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float2 tnorm0 : TEXCOORD1; // nm0
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float2 tnorm1 : TEXCOORD2; // nm1
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float3 M1 : TEXCOORD3;
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float3 M2 : TEXCOORD4;
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float3 M3 : TEXCOORD5;
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float3 v2point : TEXCOORD6;
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float4 tctexgen : TEXCOORD7;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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float4 c0 : COLOR0;
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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; // world
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float3 NN = unpack_normal(v.N);
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P = watermove(P);
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o.v2point = P - eye_position;
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o.tbase = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc
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o.tnorm0 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
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o.tnorm1 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
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// Calculate the 3x3 transform from tangent space to eye-space
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// TangentToEyeSpace = object2eye * tangent2object
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// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
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float3 N = unpack_bx2(v.N); // just scale (assume normal in the -.5f, .5f)
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float3 T = unpack_bx2(v.T); //
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float3 B = unpack_bx2(v.B); //
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float3x3 xform = mul((float3x3)m_W, float3x3(
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T.x, B.x, N.x,
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T.y, B.y, N.y,
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T.z, B.z, N.z));
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// The pixel shader operates on the bump-map in [0..1] range
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// Remap this range in the matrix, anyway we are pixel-shader limited :)
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// ...... [ 2 0 0 0]
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// ...... [ 0 2 0 0]
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// ...... [ 0 0 2 0]
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// ...... [-1 -1 -1 1]
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// issue: strange, but it's slower :(
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// issue: interpolators? dp4? VS limited? black magic?
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// Feed this transform to pixel shader
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o.M1 = xform[0];
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o.M2 = xform[1];
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o.M3 = xform[2];
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float3 L_rgb = v.color.xyz; // precalculated RGB lighting
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float3 L_hemi = v_hemi(N) * v.N.w; // hemisphere
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float3 L_sun = v_sun(N) * v.color.w; // sun
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float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
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// L_final = v.N.w + L_ambient;
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o.hpos = mul(m_VP, P); // xform, input in world coords
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o.c0 = float4(L_final, 1);
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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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