Difference between revisions of "TEST-STRCMP4CODES"

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(nei lotskirt o)
m (nei 2)
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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
 
shaderSource
  
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endShaderSource   
 
endShaderSource   
 
end # shaderProgram
 
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 # end shader
 
enddef #
 

Revision as of 00:43, 16 June 2009

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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