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

85 lines
2.1 KiB
GLSL

#include "common.h"
struct v_vert
{
float4 P : POSITION; // (float,float,float,1)
float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T : TANGENT;
float4 B : BINORMAL;
float4 color : COLOR0; // (r,g,b,dir-occlusion)
int2 uv : TEXCOORD0; // (u0,v0)
};
struct vf
{
float2 tbase : TEXCOORD0; // base
float4 tnorm0 : TEXCOORD1; // nm0
float3 position_w : TEXCOORD2; // nm1
float3 M1 : TEXCOORD3;
float3 M2 : TEXCOORD4;
float3 M3 : TEXCOORD5;
float3 v2point_w : TEXCOORD6;
float4 tctexgen : TEXCOORD7;
float4 c0 : COLOR0;
float fog : FOG;
float4 hpos : SV_Position;
};
uniform float4x4 m_texgen;
vf main (v_vert v)
{
v.N = unpack_D3DCOLOR(v.N);
v.T = unpack_D3DCOLOR(v.T);
v.B = unpack_D3DCOLOR(v.B);
v.color = unpack_D3DCOLOR(v.color);
vf o;
float4 P = v.P;
o.position_w = P.xyz;
//P = watermove(P);
o.v2point_w = P - eye_position;
o.tbase = unpack_tc_base(v.uv * 1.5f, v.T.w, v.B.w);
// Calculate the 3x3 transform from tangent space to eye-space
// TangentToEyeSpace = object2eye * tangent2object
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
float3 N = unpack_bx2(v.N);
float3 T = unpack_bx2(v.T);
float3 B = unpack_bx2(v.B);
float3x3 xform = mul((float3x3)m_W, float3x3(
T.x,B.x,N.x,
T.y,B.y,N.y,
T.z,B.z,N.z
));
// The pixel shader operates on the bump-map in [0..1] range
// Remap this range in the matrix, anyway we are pixel-shader limited :)
// ...... [ 2 0 0 0]
// ...... [ 0 2 0 0]
// ...... [ 0 0 2 0]
// ...... [-1 -1 -1 1]
// issue: strange, but it's slower :(
// issue: interpolators? dp4? VS limited? black magic?
// Feed this transform to pixel shader
o.M1 = xform[0];
o.M2 = xform[1];
o.M3 = xform[2];
float3 L_rgb = v.color.xyz; // precalculated RGB lighting
float3 L_hemi = v_hemi(N) * v.N.w; // hemisphere
float3 L_sun = v_sun(N) * v.color.w; // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
o.hpos = mul(m_VP, P);
o.fog = saturate(calc_fogging(v.P));
o.c0 = float4(L_final,1);
o.tctexgen = mul( m_texgen, P);
float3 Pe = mul(m_V, P);
o.tctexgen.z = Pe.z;
return o;
}