Difference between revisions of "TEST-STRCMP4CODES"
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− | + | define LotSkirtPSWater() | |
− | + | shader -layer ($poolWaterLayer+1) | |
− | # | + | validateRenderShaderContext -vertexFormat position 0 required |
+ | pass -clipAlways -modifiedEachFrameHint | ||
+ | #fillmode wireframe | ||
+ | alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) | ||
+ | seti textureLights (numLightsOfType(environmentCube)) | ||
+ | depthTest true -enableDepthWrite false | ||
+ | |||
+ | shaderProgram -target vertexProgram -method compile -version 1_1 | ||
− | + | bindConstants 0 -bindingID geomToClip -constantCount 4 | |
− | + | bindConstants 4 -bindingID geomToCamera -constantCount 3 | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | bindConstants 7 -bindingID frameInfo | ||
− | + | bindConstants 11 -bindingID immediateData -data ($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) | ||
+ | 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); | ||
+ | float4 waterTint: register(c28); | ||
+ | |||
+ | float4 lightDirection : register(c14); | ||
+ | float4 lightColor : register(c15); | ||
+ | float4 lightSpecular : register(c16); | ||
+ | |||
+ | const static float4 refractionWeights={1,1,2,0}; | ||
+ | const static float4 layerBlue={1.0, 1.0, 1.0, 1.0}; | ||
+ | |||
+ | 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 | ||
+ | |||
+ | shaderProgram -target pixelProgram -method compile -version 2_0 | ||
+ | shaderSource | ||
+ | sampler reflect; | ||
+ | sampler bump; | ||
+ | struct cInputPixel | ||
+ | { | ||
+ | float4 sPos : TEXCOORD0; | ||
+ | float2 Wave0 : TEXCOORD1; | ||
+ | float2 Wave1 : TEXCOORD2; | ||
+ | float2 Wave2 : TEXCOORD3; | ||
+ | float2 Wave3 : TEXCOORD4; | ||
+ | float3 Eye : TEXCOORD5; | ||
+ | float4 specular : COLOR0; | ||
+ | float4 colorTint : COLOR1; | ||
+ | }; | ||
+ | |||
+ | float Fresnel(float NdotL, float fresnelBias, float fresnelPow, float facing) | ||
+ | { | ||
+ | return max(fresnelBias + (1.0f - fresnelBias)*pow(facing, fresnelPow), 0.0); | ||
+ | } | ||
+ | |||
+ | float4 PixelMain(cInputPixel pi) : COLOR | ||
+ | { | ||
+ | float3 vEye = normalize(pi.Eye); | ||
− | + | // Get bump layers | |
− | + | float3 vBumpTexA = tex2D(bump, pi.Wave0.xy).xyz; | |
− | + | float3 vBumpTexB = tex2D(bump, pi.Wave1.xy).xyz; | |
− | + | float3 vBumpTexC = tex2D(bump, pi.Wave2.xy).xyz; | |
− | + | float3 vBumpTexD = tex2D(bump, pi.Wave3.xy).xyz; | |
− | + | ||
− | + | // Average bump layers | |
− | + | float3 vBumpTex=normalize(2.0 * (vBumpTexA.xyz + vBumpTexB.xyz + vBumpTexC.xyz + vBumpTexD.xyz)-4.0); | |
− | + | ||
− | + | // Apply individual bump scale for refraction and reflection | |
− | + | float3 vReflBump = vBumpTex.xyz ; | |
− | + | float4 vReflection = tex2Dproj(reflect, pi.sPos + float4(vReflBump.xy, 0.0f, 0.0f));//*0.001 + float4(2.0*vBumpTexD-1.0f.xxx, 1); | |
− | + | ||
− | + | // Compute Fresnel term | |
− | + | float NdotL = max(dot(vEye, vReflBump), 0); | |
− | + | float facing = (1.0 - NdotL); | |
− | + | float fresnel = Fresnel(NdotL, 0.1, 0.5, facing); | |
− | + | ||
− | + | vReflection.a = fresnel * 0.5; | |
− | + | ||
− | + | return saturate(vReflection + pi.colorTint); | |
− | + | } | |
− | + | endShaderSource | |
− | + | end | |
− | + | ||
− | + | sampler reflect | |
− | + | texture "OceanReflection" | |
− | + | textureAddressing clamp clamp | |
− | + | end | |
− | + | ||
− | + | sampler bump | |
− | + | texture "poolShape-body-bump" | |
− | + | textureAddressing tile tile | |
− | + | end | |
− | + | ||
− | + | end # end pass | |
− | + | end | |
− | + | enddef | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | end | + |
Revision as of 10:01, 7 September 2007
define LotSkirtPSWater()
shader -layer ($poolWaterLayer+1) validateRenderShaderContext -vertexFormat position 0 required
pass -clipAlways -modifiedEachFrameHint #fillmode wireframe 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) 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); float4 waterTint: register(c28);
float4 lightDirection : register(c14); float4 lightColor : register(c15); float4 lightSpecular : register(c16);
const static float4 refractionWeights={1,1,2,0}; const static float4 layerBlue={1.0, 1.0, 1.0, 1.0};
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
shaderProgram -target pixelProgram -method compile -version 2_0 shaderSource sampler reflect; sampler bump; struct cInputPixel { float4 sPos : TEXCOORD0; float2 Wave0 : TEXCOORD1; float2 Wave1 : TEXCOORD2; float2 Wave2 : TEXCOORD3; float2 Wave3 : TEXCOORD4; float3 Eye : TEXCOORD5; float4 specular : COLOR0; float4 colorTint : COLOR1; };
float Fresnel(float NdotL, float fresnelBias, float fresnelPow, float facing) { return max(fresnelBias + (1.0f - fresnelBias)*pow(facing, fresnelPow), 0.0); }
float4 PixelMain(cInputPixel pi) : COLOR { float3 vEye = normalize(pi.Eye);
// Get bump layers float3 vBumpTexA = tex2D(bump, pi.Wave0.xy).xyz; float3 vBumpTexB = tex2D(bump, pi.Wave1.xy).xyz; float3 vBumpTexC = tex2D(bump, pi.Wave2.xy).xyz; float3 vBumpTexD = tex2D(bump, pi.Wave3.xy).xyz;
// Average bump layers float3 vBumpTex=normalize(2.0 * (vBumpTexA.xyz + vBumpTexB.xyz + vBumpTexC.xyz + vBumpTexD.xyz)-4.0);
// Apply individual bump scale for refraction and reflection float3 vReflBump = vBumpTex.xyz ; float4 vReflection = tex2Dproj(reflect, pi.sPos + float4(vReflBump.xy, 0.0f, 0.0f));//*0.001 + float4(2.0*vBumpTexD-1.0f.xxx, 1);
// Compute Fresnel term float NdotL = max(dot(vEye, vReflBump), 0); float facing = (1.0 - NdotL); float fresnel = Fresnel(NdotL, 0.1, 0.5, facing);
vReflection.a = fresnel * 0.5;
return saturate(vReflection + pi.colorTint); } endShaderSource end
sampler reflect texture "OceanReflection" textureAddressing clamp clamp end
sampler bump texture "poolShape-body-bump" textureAddressing tile tile end
end # end pass end enddef