mirror of
https://bitbucket.org/seefoe/clientdata.git
synced 2026-08-02 03:17:46 -04:00
71 lines
2.3 KiB
V Shell
Executable File
71 lines
2.3 KiB
V Shell
Executable File
//hlsl vs_1_1 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
|
|
|
|
struct InputVertex
|
|
{
|
|
float4 position : POSITION0 : register(v0);
|
|
};
|
|
|
|
struct OutputVertex
|
|
{
|
|
float4 position : POSITION0;
|
|
float4 diffuse : COLOR0;
|
|
float fog : FOG;
|
|
float2 textureCoordinateSet0 : 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);
|
|
float3 normal = float3(0, normal_y, 0);
|
|
float3 camVec = cameraPosition_w - position;
|
|
float camDistSqr = dot(camVec.xyz, camVec.xyz);
|
|
|
|
// taper off the wave function over 32 meters using the envelope
|
|
// (1-x^16). I use the eighth power to take advantage of the fact
|
|
// that it is fewer calculations to get distance squared rather
|
|
// than distance.
|
|
float waveAtten = saturate(1.0 - pow(camDistSqr/sqrt(32), 8));
|
|
|
|
//-- calculate wave functions
|
|
float turn = position.z + position.x + stime;
|
|
float2 vturn = float2(cos(turn), sin (turn));
|
|
float2 delta_tc = float2(waveAtten, waveAtten) * float2(vturn.x * waveMag, vturn.y * waveMag);
|
|
|
|
position.y += delta_tc.x;
|
|
|
|
//-- transform vertex
|
|
outputVertex.position = transform3d(position);
|
|
|
|
//-- calculate fog
|
|
outputVertex.fog = calculateFog(position);
|
|
|
|
//-- calculate lighting
|
|
outputVertex.diffuse = lightData.ambient.ambientColor;
|
|
outputVertex.diffuse += calculateDiffuseLighting(true, position, normal);
|
|
|
|
//-- calculate texture coordinates
|
|
float3 tcPos = position - tcOrigin;
|
|
float2 gen_tc = float2(-tcPos.x * ooShaderSize, tcPos.z * ooShaderSize);
|
|
float2 tc = gen_tc + delta_tc;
|
|
outputVertex.textureCoordinateSet0 = tc + textureScroll.xy;
|
|
|
|
return outputVertex;
|
|
}
|