e4s-sdk/gamedata/shaders/r2/waterd.vs.hlsl
2026-06-17 23:06:51 +03:00

51 lines
1.3 KiB
HLSL

#include "common.hlsli"
#include "shared\waterconfig.hlsli"
#include "shared\watermove.hlsli"
struct v_vert
{
float4 P : POSITION; // (float,float,float,1)
float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T : TANGENT;
float4 B : BINORMAL;
float4 color : COLOR0; // (r,g,b,dir-occlusion)
float2 uv : TEXCOORD0; // (u0,v0)
};
struct vf
{
float4 hpos : POSITION;
float2 tbase : TEXCOORD0;
float2 tdist0 : TEXCOORD1;
float2 tdist1 : TEXCOORD2;
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
float4 tctexgen : TEXCOORD3;
#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
};
vf main(v_vert v)
{
vf o;
float4 P = v.P;
float3 N = unpack_normal(v.N);
P = watermove(P);
o.tbase = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc
o.tdist0 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
o.tdist1 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
o.hpos = mul(m_VP, P); // xform, input in world coords
// Igor: for additional depth dest
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
o.tctexgen = mul(m_texgen, P);
float3 Pe = mul(m_V, P);
o.tctexgen.z = Pe.z;
#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
return o;
}