Difference between revisions of "TEST-STRCMP4CODES"
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− | + | 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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Revision as of 06:25, 16 June 2009
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