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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Lighting.hlsl"
- #include "Fog.hlsl"
- uniform float cWindHeightFactor;
- uniform float cWindHeightPivot;
- uniform float cWindPeriod;
- uniform float2 cWindWorldSpacing;
- void VS(float4 iPos : POSITION,
- float3 iNormal : NORMAL,
- float2 iTexCoord : TEXCOORD0,
- #if defined(LIGHTMAP) || defined(AO)
- float2 iTexCoord2 : TEXCOORD1,
- #endif
- #ifdef NORMALMAP
- float4 iTangent : TANGENT,
- #endif
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD2,
- #endif
- #ifdef BILLBOARD
- float2 iSize : TEXCOORD1,
- #endif
- #ifndef NORMALMAP
- out float2 oTexCoord : TEXCOORD0,
- #else
- out float4 oTexCoord : TEXCOORD0,
- out float4 oTangent : TEXCOORD3,
- #endif
- out float3 oNormal : TEXCOORD1,
- out float4 oWorldPos : TEXCOORD2,
- #ifdef PERPIXEL
- #ifdef SHADOW
- out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
- #endif
- #ifdef SPOTLIGHT
- out float4 oSpotPos : TEXCOORD5,
- #endif
- #ifdef POINTLIGHT
- out float3 oCubeMaskVec : TEXCOORD5,
- #endif
- #else
- out float3 oVertexLight : TEXCOORD4,
- out float4 oScreenPos : TEXCOORD5,
- #ifdef ENVCUBEMAP
- out float3 oReflectionVec : TEXCOORD6,
- #endif
- #if defined(LIGHTMAP) || defined(AO)
- out float2 oTexCoord2 : TEXCOORD7,
- #endif
- #endif
- out float4 oPos : POSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- float height = worldPos.y - cModel._m31;
- float windStrength = max(height - 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);
- oNormal = GetWorldNormal(modelMatrix);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- #ifdef NORMALMAP
- float3 tangent = GetWorldTangent(modelMatrix);
- float3 bitangent = cross(tangent, oNormal) * iTangent.w;
- oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy);
- oTangent = float4(tangent, bitangent.z);
- #else
- oTexCoord = GetTexCoord(iTexCoord);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- float4 projWorldPos = float4(worldPos.xyz, 1.0);
- #ifdef SHADOW
- // Shadow projection: transform from world space to shadow space
- GetShadowPos(projWorldPos, oShadowPos);
- #endif
- #ifdef SPOTLIGHT
- // Spotlight projection: transform from world space to projector texture coordinates
- oSpotPos = mul(projWorldPos, cLightMatrices[0]);
- #endif
- #ifdef POINTLIGHT
- oCubeMaskVec = mul(cLightPos.xyz - worldPos, (float3x3)cLightMatrices[0]);
- #endif
- #else
- // Ambient & per-vertex lighting
- #if defined(LIGHTMAP) || defined(AO)
- // If using lightmap, disregard zone ambient light
- // If using AO, calculate ambient in the PS
- oVertexLight = float3(0.0, 0.0, 0.0);
- oTexCoord2 = iTexCoord2;
- #else
- oVertexLight = GetAmbient(GetZonePos(worldPos));
- #endif
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
- #endif
-
- oScreenPos = GetScreenPos(oPos);
- #ifdef ENVCUBEMAP
- oReflectionVec = worldPos - cCameraPos;
- #endif
- #endif
- }
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