#include "common.h" float4 benders_pos[32]; float4 benders_setup; uniform float3x4 m_xform; uniform float3x4 m_xform_v; uniform float4 consts; // {1/quant,1/quant,???,???} uniform float4 c_scale,c_bias,wind,wave; uniform float2 c_sun; // x=*, y=+ v2p_flat main (v_tree I) { I.Nh = unpack_D3DCOLOR(I.Nh); I.T = unpack_D3DCOLOR(I.T); I.B = unpack_D3DCOLOR(I.B); v2p_flat o; // Transform to world coords float3 pos = mul (m_xform, I.P); // float base = m_xform._24; // take base height from matrix float dp = calc_cyclic (wave.w+dot(pos,(float3)wave)); float H = pos.y - base; // height of vertex (scaled, rotated, etc.) float frac = I.tc.z*consts.x; // fractional (or rigidity) float inten = H * dp; // intensity float2 result = calc_xz_wave (wind.xz*inten, frac); #ifdef USE_TREEWAVE result = 0; #endif float4 f_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1); float2 tc = (I.tc * consts).xy; // INTERACTIVE GRASS ( Bushes ) - SSS Update 17.1 // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ #if SSFX_INT_GRASS > 0 for (int b = 0; b < SSFX_INT_GRASS + 1; b++) { // Direction, Radius & Bending Strength, Distance and Height Limit float3 dir = benders_pos[b + 16].xyz; float3 rstr = float3(benders_pos[b].w, benders_pos[b + 16].ww); // .x = Radius | .yz = Str bool non_dynamic = rstr.x <= 0 ? true : false; float dist = distance(f_pos.xz, benders_pos[b].xz); float height_limit = 1.0f - saturate(abs(pos.y - benders_pos[b].y) / ( non_dynamic ? 2.0f : rstr.x )); height_limit *= (1.0f - tc.y); // Bushes uses UV Coor instead of H to limit displacement // Adjustments ( Fix Radius or Dynamic Radius ) rstr.x = non_dynamic ? benders_setup.x : rstr.x; rstr.yz *= non_dynamic ? benders_setup.yz : 1.0f; // Strength through distance and bending direction. float bend = 1.0f - saturate(dist / (rstr.x + 0.001f)); float3 bend_dir = normalize(f_pos.xyz - benders_pos[b].xyz) * bend; float3 dir_limit = dir.y >= -1 ? saturate(dot(bend_dir.xyz, dir.xyz) * 5.0f) : 1.0f; // Limit if nedeed // Apply direction limit bend_dir.xz *= dir_limit.xz; // Apply vertex displacement f_pos.xz += bend_dir.xz * 2.25f * rstr.yy * height_limit; // Horizontal f_pos.y -= bend * 0.67f * rstr.z * height_limit * dir_limit.y; // Vertical } #endif // Final xform(s) // Final xform float3 Pe = mul (m_V, f_pos ); float hemi = I.Nh.w*c_scale.w + c_bias.w; //float hemi = I.Nh.w; o.hpos = mul (m_VP, f_pos ); o.N = normalize(mul((float3x3)m_xform_v, I.P.xyz)); o.tcdh = float4 (tc.xyyy ); o.position = float4 (Pe, hemi ); #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) float suno = I.Nh.w * c_sun.x + c_sun.y ; o.tcdh.w = suno; // (,,,dir-occlusion) #endif #ifdef USE_TDETAIL o.tcdbump = o.tcdh*dt_params; // dt tc #endif return o; } FXVS;