TEST-STRCMP4CODES

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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};

      1. MODDED11 # in-lot lotskirt water: Just alter the highlit RGB values (in bold style)

const static float4 layerBlue={0.098, 0.336, 0.469, 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

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