Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/shadow_direct_tree.vs

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 19
* @ Description: Trees - Shadows
* @ Modified time: 2023-12-16 13:42
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "common.h"
uniform float3x4 m_xform;
uniform float4 consts; // {1/quant,1/quant,???,???}
#include "screenspace_wind.h"
#ifdef USE_AREF
v2p_shadow_direct_aref main ( v_shadow_direct_aref I )
#else
v2p_shadow_direct main ( v_shadow_direct I )
#endif
{
#ifdef USE_AREF
v2p_shadow_direct_aref O;
#else
v2p_shadow_direct O;
#endif
// Transform to world coords
float3 pos = mul(m_xform , I.P);
float H = pos.y - m_xform._24; // height of vertex (scaled, rotated, etc.)
float2 tc = 0;
float3 wind_result = 0;
#ifdef USE_TREEWAVE
wind_result = 0;
#else
#ifdef USE_AREF
tc = (I.tc * consts).xy;
wind_result = ssfx_wind_tree_branches(pos, H, tc.y, ssfx_wind_setup());
#else
wind_result.xz = ssfx_wind_tree_trunk(pos, H, ssfx_wind_setup()).xy;
#endif
#endif
float4 f_pos = float4(pos.xyz + wind_result.xyz, 1);
O.hpos = mul(m_VP, f_pos );
#ifdef USE_AREF
O.tc0 = tc;
#endif
#ifndef USE_HWSMAP
O.depth = O.hpos.z;
#endif
return O;
}
FXVS;