Divergent/mods/Enhanced Shaders Color Grading/gamedata/shaders/r3/deffer_tree_flat.vs

76 lines
2.3 KiB
GLSL

#include "common.h"
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);
//Normal mapping
float3 N = unpack_bx2(I.Nh);
float3 sphereOffset = float3(0.0, 1.0, 0.0);
float3 sphereScale = float3(1.0, 2.0, 1.0);
float3 sphereN = normalize(sphereScale * I.P.xyz + sphereOffset); //Spherical normals trick
float3 flatN = (float3(0, 1, 0));
/*
float3 camFacingN = normalize((f_pos - eye_position.xyz) * float3(-1,0,-1));
sphereN = lerp(camFacingN, sphereN, saturate(H)); //roots face the camera, the tips face the sky
sphereN.xz *= 0.5;
sphereN.y = sqrt(1 - saturate(dot(sphereN.xz, sphereN.xz)));
sphereN = normalize(sphereN);
*/
//foliage
float foliageMat = 0.5; //foliage
//float foliageMask = saturate(abs(xmaterial-foliageMat)-0.02); //foliage
float foliageMask = (abs(xmaterial-foliageMat) >= 0.2) ? 1 : 0; //foliage
//float foliageMask = 1; //foliage
N = normalize(lerp(N, sphereN, foliageMask)); //blend to foliage normals
// Final xform(s)
// Final xform
float3 Pe = mul (m_V, f_pos );
//float3 Pe = mul(m_V, float4(pos.xyz,1));
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 = mul((float3x3)m_xform_v, N);
o.tcdh = float4 ((I.tc * consts).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;