Files
clientdata/vertex_program/vertex_heat_render.vsh
T
2018-04-24 13:27:52 -04:00

73 lines
2.1 KiB
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Executable File

//hlsl vs_2_0
#include "vertex_program/include/vertex_shader_constants.inc"
#include "vertex_program/include/functions.inc"
#define normal_y userConstant0.x
#define stime userConstant0.y
#define ooShaderSize userConstant0.z
#define waveMag userConstant0.w
#define tcOrigin userConstant1.xyz
#define meshOffset userConstant2
#define meshClipMin_w userConstant3.xyzw
#define meshClipMax_w userConstant4.xyzw
#define flow float3(0.01, 0.01, 0.01)
//#define flow userConstant5.xyz
static const float tcScale = 0.25;
struct InputVertex
{
float4 position : POSITION0 : register(v0);
};
struct OutputVertex
{
float4 position : POSITION0;
float4 diffuse : COLOR0;
float fog : FOG;
float3 noiseTc : TEXCOORD0;
};
OutputVertex main (InputVertex inputVertex)
{
OutputVertex outputVertex;
//-- setup some starting values
float4 position = inputVertex.position + meshOffset;
position = max(position, meshClipMin_w);
position = min(position, meshClipMax_w);
position = mul(objectWorldMatrix, position);
// float3 normal = float3(0, normal_y, 0);
float3 camVec = cameraPosition_w - position;
float camDistSqr = dot(camVec.xyz, camVec.xyz);
//-- calculate wave functions
float turn = (position.z + position.x + stime) * 0.10f;
float2 vturn = float2(cos(turn), sin (turn)) * 2.0f;
//-- form a 'bowl' around the camer to prevent the camera from going under the heat effect
float waveAtten = saturate(camDistSqr / 30.0f);
position.y += (1.0f + abs(vturn.x + vturn.y)) * waveAtten;
// position.y += 1.0f * waveAtten;
//-- transform vertex
outputVertex.position = transform3d(position);
//-- calculate fog
outputVertex.fog = 1.0f;
outputVertex.diffuse = 0.0f;
outputVertex.diffuse.r = 1.0f;
if (outputVertex.position.z > 100.0f)
outputVertex.diffuse.r -= saturate((outputVertex.position.z - 100.0f) / 50.0f);
outputVertex.noiseTc = position.xzy * tcScale;
outputVertex.noiseTc.z = frac(stime * 0.1f);
return outputVertex;
}