68 lines
1.7 KiB
GLSL
68 lines
1.7 KiB
GLSL
#define USE_TDETAIL
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#include "common.h"
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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#define v_in v_static_color
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#else
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#define v_in v_static
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#endif
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v2p_bumped main( v_in I )
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{
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float4 w_pos = I.P ;
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float2 tc = unpack_tc_base (I.tc,I.T.w,I.B.w); // copy tc
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float hemi = I.Nh.w ;
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// Eye-space pos/normal
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v2p_bumped O;
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float3 Pe = mul (m_WV, w_pos );
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O.hpos = mul (m_WVP, w_pos );
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O.tcdh = float4 (tc.xyyy );
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O.position = float4 (Pe, hemi );
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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O.tcdh.w = I.color.w; // (r,g,b,dir-occlusion)
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#endif
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// Calculate the 3x3 transform from tangent space to eye-space
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// TangentToEyeSpace = object2eye * tangent2object
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// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
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I.Nh = unpack_D3DCOLOR(I.Nh);
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I.T = unpack_D3DCOLOR(I.T);
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I.B = unpack_D3DCOLOR(I.B);
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float3 N = unpack_bx4(I.Nh); // just scale (assume normal in the -.5f, .5f)
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float3 T = unpack_bx4(I.T); //
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float3 B = unpack_bx4(I.B); //
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float3x3 xform = mul ((float3x3)m_WV, float3x3(
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T.x,B.x,N.x,
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T.y,B.y,N.y,
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T.z,B.z,N.z
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));
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// The pixel shader operates on the bump-map in [0..1] range
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// Remap this range in the matrix, anyway we are pixel-shader limited :)
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// ...... [ 2 0 0 0]
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// ...... [ 0 2 0 0]
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// ...... [ 0 0 2 0]
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// ...... [-1 -1 -1 1]
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// issue: strange, but it's slower :(
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// issue: interpolators? dp4? VS limited? black magic?
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// Feed this transform to pixel shader
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O.M1 = xform[0];
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O.M2 = xform[1];
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O.M3 = xform[2];
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#ifdef USE_TDETAIL
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O.tcdbump = O.tcdh * dt_params; // dt tc
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#endif
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#ifdef USE_LM_HEMI
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O.lmh = unpack_tc_lmap (I.lmh);
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#endif
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return O;
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}
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FXVS;
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