e4s-sdk/gamedata/shaders/d3d11/shared/common.hlsli
2026-06-17 23:06:51 +03:00

79 lines
1.7 KiB
HLSL

//////////////////////////////////////////////////
// All comments by Nivenhbro are preceded by !
/////////////////////////////////////////////////
#ifndef SHARED_COMMON_H
#define SHARED_COMMON_H
// Used by VS
cbuffer dynamic_transforms
{
uniform float4x4 m_WVP;
uniform float3x4 m_WV;
uniform float3x4 m_W;
uniform float4x4 m_WVP_old;
uniform float3x4 m_WV_old;
uniform float3x4 m_W_old;
uniform float4x4 m_P_hud;
uniform float4 L_material;
uniform float4 hemi_cube_pos_faces;
uniform float4 hemi_cube_neg_faces;
uniform float4 dt_params;
}
cbuffer shader_params
{
float m_AlphaRef;
}
cbuffer static_globals
{
uniform float3x4 m_invV;
uniform float3x4 m_V;
uniform float4x4 m_P;
uniform float4x4 m_VP;
uniform float3x4 m_V_old;
uniform float4x4 m_P_old;
uniform float4x4 m_VP_old;
uniform float4 timers;
uniform float4 fog_plane;
uniform float4 fog_params;
uniform float4 fog_color;
uniform float4 L_ambient;
uniform float3 L_sun_color;
uniform float3 L_sun_dir_w;
uniform float4 L_sky_color;
uniform float4 L_hemi_color;
uniform float3 eye_position;
uniform float4 pos_decompression_params;
uniform float4 pos_decompression_params2;
uniform float4 pos_decompression_params_hud;
uniform float4 depth_unpack;
uniform float def_aref;
uniform float4 parallax;
uniform float4 m_taa_jitter;
}
float calc_cyclic(float x)
{
float f = 1.4142f * sin(x * 3.14159f);
return f * f - 1.0f;
}
float2 calc_xz_wave(float2 dir2D, float frac)
{
return dir2D * frac;
}
#endif