e4s-sdk/gamedata/shaders/r1/detail_wave.vs.hlsl
2026-06-17 23:06:51 +03:00

82 lines
2 KiB
HLSL

#include "common.hlsli"
struct vf
{
float4 hpos : POSITION;
float4 C : COLOR0;
float2 tc : TEXCOORD0;
float fog : FOG;
};
uniform float4 consts; // {1/quant,1/quant,diffusescale,ambient}
uniform float4 wave; // cx,cy,cz,tm
uniform float4 dir2D;
uniform float2x4 array[50] : register(c10);
float3x3 setMatrix (float3 hpb)
{
float _ch, _cp, _cb, _sh, _sp, _sb, _cc, _cs, _sc, _ss;
sincos(hpb.x, _sh, _ch);
sincos(hpb.y, _sp, _cp);
sincos(hpb.z, _sb, _cb);
_cc = _ch*_cb; _cs = _ch*_sb; _sc = _sh*_cb; _ss = _sh*_sb;
return float3x3(_cc-_sp*_ss, _sp*_sc+_cs, -_cp*_sh,
-_cp*_sb, _cp*_cb, _sp,
_sp*_cs+_sc, _ss-_sp*_cc, _cp*_ch);
};
vf main(v_detail v)
{
vf o;
// index
int i = v.misc.w;
float2x4 mm = array[i];
float3x3 mmhpb = setMatrix(mm[0].xyz);
float3 posi = float3(mm[1].xyz);
float scale = mm[0].w;
float hemi = abs(mm[1].w);
float sun = sign(mm[1].w)*0.25f+0.25f;
float4 m0 = float4(mmhpb[0]*scale, posi.x);
float4 m1 = float4(mmhpb[1]*scale, posi.y);
float4 m2 = float4(mmhpb[2]*scale, posi.z);
float4 c0 = float4(L_ambient.rgb+L_hemi_color.rgb*hemi+L_sun_color.rgb*sun, 1.0f);
// Transform to world coords
float4 pos;
pos.x = dot(m0, v.pos);
pos.y = dot(m1, v.pos);
pos.z = dot(m2, v.pos);
pos.w = 1;
//
float base = m1.w;
float dp = calc_cyclic(dot(pos, wave));
float H = v.pos.y * length(m1.xyz);
float fractional = v.misc.z * consts.x; // fractional
float inten = H * dp;
float2 result = calc_xz_wave(dir2D.xz * inten, fractional);
pos = float4(pos.x + result.x, pos.y, pos.z + result.y, 1);
o.hpos = mul(m_WVP, pos);
// Calc fog
o.fog = calc_fogging(pos);
// Fake lighting
float dpc = max(0.f, dp);
o.C = c0 * (consts.w + consts.z * dpc * fractional);
// final xform, color, tc
o.tc.xy = (v.misc * consts).xy;
return o;
}