c4a8e9b098
* Vegetation shader and technique bugfixes * GLSL bug fix for vegetation shader * pivot fixed * Shaders fixed * Text formatting
179 lines
5.1 KiB
HLSL
179 lines
5.1 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Constants.hlsl"
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#include "Transform.hlsl"
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#include "ScreenPos.hlsl"
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#include "Lighting.hlsl"
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#include "Fog.hlsl"
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#include "PBR.hlsl"
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#include "IBL.hlsl"
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#ifndef D3D11
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// D3D9 uniforms
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uniform float cWindHeightFactor;
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uniform float cWindHeightPivot;
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uniform float cWindPeriod;
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uniform float2 cWindWorldSpacing;
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#ifdef WINDSTEMAXIS
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uniform float3 cWindStemAxis;
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#endif
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#else
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// D3D11 constant buffer
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cbuffer CustomVS : register(b6)
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{
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float cWindHeightFactor;
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float cWindHeightPivot;
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float cWindPeriod;
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float2 cWindWorldSpacing;
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#ifdef WINDSTEMAXIS
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float3 cWindStemAxis;
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#endif
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}
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#endif
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void VS(float4 iPos : POSITION,
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#if !defined(BILLBOARD) && !defined(TRAILFACECAM)
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float3 iNormal : NORMAL,
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#endif
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#ifndef NOUV
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float2 iTexCoord : TEXCOORD0,
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#endif
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0,
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#endif
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#if defined(LIGHTMAP) || defined(AO)
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float2 iTexCoord2 : TEXCOORD1,
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#endif
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#if (defined(NORMALMAP) || defined(TRAILFACECAM) || defined(TRAILBONE)) && !defined(BILLBOARD) && !defined(DIRBILLBOARD)
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float4 iTangent : TANGENT,
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#endif
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#ifdef SKINNED
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float4 iBlendWeights : BLENDWEIGHT,
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int4 iBlendIndices : BLENDINDICES,
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#endif
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#ifdef INSTANCED
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float4x3 iModelInstance : TEXCOORD4,
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#endif
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#if defined(BILLBOARD) || defined(DIRBILLBOARD)
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float2 iSize : TEXCOORD1,
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#endif
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#ifndef NORMALMAP
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out float2 oTexCoord : TEXCOORD0,
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#else
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out float4 oTexCoord : TEXCOORD0,
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out float4 oTangent : TEXCOORD3,
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#endif
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out float3 oNormal : TEXCOORD1,
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out float4 oWorldPos : TEXCOORD2,
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#ifdef PERPIXEL
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#ifdef SHADOW
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out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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out float4 oSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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out float3 oCubeMaskVec : TEXCOORD5,
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#endif
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#else
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out float3 oVertexLight : TEXCOORD4,
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out float4 oScreenPos : TEXCOORD5,
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#ifdef ENVCUBEMAP
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out float3 oReflectionVec : TEXCOORD6,
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#endif
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#if defined(LIGHTMAP) || defined(AO)
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out float2 oTexCoord2 : TEXCOORD7,
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#endif
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#endif
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#ifdef VERTEXCOLOR
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out float4 oColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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out float oClip : SV_CLIPDISTANCE0,
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#endif
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out float4 oPos : OUTPOSITION)
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{
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// Define a 0,0 UV coord if not expected from the vertex data
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#ifdef NOUV
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const float2 iTexCoord = float2(0.0, 0.0);
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#endif
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const float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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#ifdef WINDSTEMAXIS
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float stemDistance = dot(iPos, cWindStemAxis);
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#else
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float stemDistance = iPos.y;
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#endif
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float windStrength = max(stemDistance - cWindHeightPivot, 0.0) * cWindHeightFactor;
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float windPeriod = cElapsedTime * cWindPeriod + dot(worldPos.xz, cWindWorldSpacing);
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worldPos.x += windStrength * sin(windPeriod);
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worldPos.z -= windStrength * cos(windPeriod);
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oPos = GetClipPos(worldPos);
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oNormal = GetWorldNormal(modelMatrix);
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oWorldPos = float4(worldPos, GetDepth(oPos));
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#if defined(D3D11) && defined(CLIPPLANE)
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oClip = dot(oPos, cClipPlane);
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#endif
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#ifdef VERTEXCOLOR
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oColor = iColor;
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#endif
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#if defined(NORMALMAP)
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const float4 tangent = GetWorldTangent(modelMatrix);
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const float3 bitangent = cross(tangent.xyz, oNormal) * tangent.w;
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oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy);
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oTangent = float4(tangent.xyz, bitangent.z);
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#else
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oTexCoord = GetTexCoord(iTexCoord);
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#endif
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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const float4 projWorldPos = float4(worldPos.xyz, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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GetShadowPos(projWorldPos, oNormal, oShadowPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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oSpotPos = mul(projWorldPos, cLightMatrices[0]);
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#endif
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#ifdef POINTLIGHT
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oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
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#endif
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#else
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// Ambient & per-vertex lighting
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#if defined(LIGHTMAP) || defined(AO)
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// If using lightmap, disregard zone ambient light
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// If using AO, calculate ambient in the PS
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oVertexLight = float3(0.0, 0.0, 0.0);
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oTexCoord2 = iTexCoord2;
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#else
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oVertexLight = GetAmbient(GetZonePos(worldPos));
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#endif
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
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#endif
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oScreenPos = GetScreenPos(oPos);
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#ifdef ENVCUBEMAP
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oReflectionVec = worldPos - cCameraPos;
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#endif
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#endif
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}
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