Divergent/mods/Body Health System Realisti.../gamedata/shaders/r1/shared/common.h

60 lines
1.7 KiB
C

#ifndef SHARED_COMMON_H
#define SHARED_COMMON_H
//
uniform float3x4 m_W;
uniform float3x4 m_V;
uniform float4x4 m_P;
uniform float3x4 m_WV;
uniform float4x4 m_VP;
uniform float4x4 m_WVP;
uniform half4 timers;
uniform half4 fog_plane;
uniform float4 fog_params; // x=near*(1/(far-near)), ?,?, w = -1/(far-near)
uniform half4 fog_color;
uniform half3 L_sun_color;
uniform half3 L_sun_dir_w;
uniform half3 L_sun_dir_e;
uniform half4 L_hemi_color;
uniform half4 L_ambient; // L_ambient.w = skynbox-lerp-factor
uniform float3 eye_position;
uniform half3 eye_direction;
uniform half3 eye_normal;
uniform half4 dt_params;
//GUNSLINGER**************************//
uniform half4 m_hud_params;
uniform half4 screen_res;
uniform half4 m_zoom_deviation;
uniform float4 m_actor_params;
uniform float4 m_affects;
uniform float4 m_timearrow;
uniform float4 m_timearrow2;
uniform float4 m_digiclock;
//************************************//
half3 unpack_normal (half3 v) { return 2*v-1; }
half3 unpack_bx2 (half3 v) { return 2*v-1; }
half3 unpack_bx4 (half3 v) { return 4*v-2; }
float2 unpack_tc_base (float2 tc, float du, float dv) {
return (tc.xy + float2 (du,dv))*(32.f/32768.f);
}
float2 unpack_tc_lmap (float2 tc) { return tc*(1.f/32768.f); } // [-1 .. +1 ]
float calc_cyclic (float x) {
float phase = 1/(2*3.141592653589f);
float sqrt2 = 1.4142136f;
float sqrt2m2 = 2.8284271f;
float f = sqrt2m2*frac(x)-sqrt2; // [-sqrt2 .. +sqrt2]
return f*f - 1.f; // [-1 .. +1]
}
float2 calc_xz_wave (float2 dir2D, float frac) {
// Beizer
float2 ctrl_A = float2(0.f, 0.f );
float2 ctrl_B = float2(dir2D.x, dir2D.y );
return lerp (ctrl_A, ctrl_B, frac);
}
#endif