Difference between revisions of "TEST-STRCMP4CODES"

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define LotSkirtPSWater()
+
struct InputVertex
    shader -layer ($poolWaterLayer+1)
+
{
        validateRenderShaderContext -vertexFormat position 0 required
+
float3 position: POSITION0;
pass -clipAlways -modifiedEachFrameHint
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float3 normal : NORMAL0;
#fillmode wireframe
+
float2 alpha  : TEXCOORD1;
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
+
};
seti textureLights (numLightsOfType(environmentCube)) 
+
depthTest true -enableDepthWrite false         
+
 
+
shaderProgram -target vertexProgram -method compile -version 1_1
+
 
+
bindConstants 0 -bindingID geomToClip -constantCount 4
+
bindConstants 4 -bindingID geomToCamera -constantCount 3
+
 
+
bindConstants 7 -bindingID frameInfo
+
 
+
bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed)
+
bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)
+
 
+
# pre-evaluate these
+
setf xscale (-$wmXRepeat * $wmXWaveHeight)
+
setf yscale (-$wmYRepeat * $wmYWaveHeight)
+
bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0)
+
bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float
+
bindConstants 18 -bindingID cameraToGlobal -constantCount 3
+
bindConstants 21 -bindingID cameraToGeom -constantCount 3
+
+
if (tsIsDay)     
+
bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1)
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bindConstants 28 -bindingID immediateData -data (-0.3, 0.1, 0.1, 0.0)       
+
else
+
bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1)
+
bindConstants 28 -bindingID immediateData -data (-0.3, -0.2, -0.1, 0.0)     
+
endif
+
 
+
shaderSource
+
 
+
float4 frameInfo : register(c7);
+
float4 waveDataX : register(c11);
+
float4 waveDataY : register(c12);
+
float4 waveDataHelper : register(c13);
+
float4x4 clipSpaceMatrix : register(c0);
+
float4x3 cameraSpaceMatrix : register(c4);
+
float4x3 cameraToGlobalMatrix : register(c18);
+
float4x3 cameraToGeomMatrix : register(c21);
+
 
 
float4 nightColor: register(c25);
+
struct OutputVertex
float4 waterTint: register(c28);
+
{
 +
float4 clipPosition : POSITION;
 +
float4 sPos        : TEXCOORD0;
 +
float2 Wave0        : TEXCOORD1;
 +
float2 Wave1        : TEXCOORD2;
 +
float2 Wave2        : TEXCOORD3;
 +
float2 Wave3        : TEXCOORD4;
 +
float3 Eye          : TEXCOORD5;
 +
float4 specular    : COLOR0; 
 +
float4 colorTint    : COLOR1;
 +
};
 
             
 
             
float4 lightDirection : register(c14);
+
float4 lightColor : register(c15);
+
float4 lightSpecular : register(c16);
+
OutputVertex VertexMain( InputVertex inputVertex)
 +
{
 +
// Do Y-direction waves
 +
// r0 = (x, y, z, t)
 +
 +
OutputVertex outputVertex;
 +
 +
float4 posAndTime;
 +
posAndTime.xyz = inputVertex.position;
 +
posAndTime.w = frameInfo.w;
 +
 +
float temp = dot(posAndTime, waveDataX);
 +
float z = sin(temp) * waveDataX.z + inputVertex.position.z;
 +
temp = dot(posAndTime, waveDataY);
 +
posAndTime.z =  z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom
 +
posAndTime.w = 1.0f;
 +
 +
outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix);
 +
outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);
 +
 +
float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0));
 +
float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix));
 +
float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix);
 +
float3 viewVector = normalize(-cameraSpacePosition);
 +
 +
float3 halfVector = normalize(viewVector + lightDirection);
 +
outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;
 +
 +
 +
float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005);
 +
float2 vTexCoords = posAndTime.xy*0.05;
 +
               
 +
// Output bump layers texture coordinates   
 +
float fSinTranslation=sin(fTranslation*100)*0.005;
 +
float2 vTranslation0=fTranslation+fSinTranslation;
 +
float2 vTranslation1=fTranslation-fSinTranslation;
 +
float2 vTranslation2=fTranslation;
 +
               
 +
// Scale texture coordinates to get mix of low/high frequency details
 +
outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0;
 +
outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5;
 +
outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3;
 +
outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5;               
 +
                                   
 +
// compute binormal
 +
float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f)));            
 +
float3 tangent = normalize(cross(binormal, waveNormal));
 +
           
 +
// tangent space matrix
 +
float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);
 +
           
 +
float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);
 +
           
 +
outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace);
 +
outputVertex.colorTint = waterTint;
 +
outputVertex.colorTint.a = inputVertex.alpha.xxxx;
 +
// outputVertex.color = waterTint.xxxx;
 +
 +
return(outputVertex);
 +
}
 
 
const static float4 refractionWeights={1,1,2,0};
+
endShaderSource 
const static float4 layerBlue={1.0, 1.0, 1.0, 1.0};
+
end # shaderProgram

Revision as of 05:25, 7 September 2007

struct InputVertex { float3 position: POSITION0; float3 normal : NORMAL0; float2 alpha  : TEXCOORD1; };

struct OutputVertex { float4 clipPosition : POSITION; float4 sPos  : TEXCOORD0; float2 Wave0  : TEXCOORD1; float2 Wave1  : TEXCOORD2; float2 Wave2  : TEXCOORD3; float2 Wave3  : TEXCOORD4; float3 Eye  : TEXCOORD5; float4 specular  : COLOR0; float4 colorTint  : COLOR1; };


OutputVertex VertexMain( InputVertex inputVertex) { // Do Y-direction waves // r0 = (x, y, z, t)

OutputVertex outputVertex;

float4 posAndTime; posAndTime.xyz = inputVertex.position; posAndTime.w = frameInfo.w;

float temp = dot(posAndTime, waveDataX); float z = sin(temp) * waveDataX.z + inputVertex.position.z; temp = dot(posAndTime, waveDataY); posAndTime.z = z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom posAndTime.w = 1.0f;

outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix); outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);

float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0)); float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix)); float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix); float3 viewVector = normalize(-cameraSpacePosition);

float3 halfVector = normalize(viewVector + lightDirection); outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;


float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005); float2 vTexCoords = posAndTime.xy*0.05;

// Output bump layers texture coordinates float fSinTranslation=sin(fTranslation*100)*0.005; float2 vTranslation0=fTranslation+fSinTranslation; float2 vTranslation1=fTranslation-fSinTranslation; float2 vTranslation2=fTranslation;

// Scale texture coordinates to get mix of low/high frequency details outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0; outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5; outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3; outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5;

// compute binormal float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f))); float3 tangent = normalize(cross(binormal, waveNormal));

// tangent space matrix float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);

float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);

outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace); outputVertex.colorTint = waterTint; outputVertex.colorTint.a = inputVertex.alpha.xxxx; // outputVertex.color = waterTint.xxxx;

return(outputVertex); }

endShaderSource end # shaderProgram

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