c4a8e9b098
* Vegetation shader and technique bugfixes * GLSL bug fix for vegetation shader * pivot fixed * Shaders fixed * Text formatting
68 lines
1.7 KiB
HLSL
68 lines
1.7 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Transform.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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#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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float2 iTexCoord : TEXCOORD0,
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#ifdef VSM_SHADOW
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out float4 oTexCoord : TEXCOORD0,
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#else
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out float2 oTexCoord : TEXCOORD0,
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#endif
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out float4 oPos : OUTPOSITION)
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{
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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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#ifdef VSM_SHADOW
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oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w);
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#else
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oTexCoord = GetTexCoord(iTexCoord);
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#endif
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}
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