Files
clientdata/vertex_program/water_pass1.vsh
T
2018-04-24 13:27:52 -04:00

71 lines
2.3 KiB
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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;
}