#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" uniform float cWindHeightFactor; uniform float cWindHeightPivot; uniform float cWindPeriod; uniform float2 cWindWorldSpacing; void VS(float4 iPos : POSITION, #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD2, #endif float2 iTexCoord : TEXCOORD0, out float3 oTexCoord : TEXCOORD0, out float4 oPos : POSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); float windStrength = max(iPos.y - cWindHeightPivot, 0.0) * cWindHeightFactor; float windPeriod = cElapsedTime * cWindPeriod + dot(worldPos.xz, cWindWorldSpacing); worldPos.x += windStrength * sin(windPeriod); worldPos.z -= windStrength * cos(windPeriod); oPos = GetClipPos(worldPos); oTexCoord = float3(GetTexCoord(iTexCoord), GetDepth(oPos)); }