VegetationDepth.hlsl 1.5 KB

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  1. #include "Uniforms.hlsl"
  2. #include "Samplers.hlsl"
  3. #include "Transform.hlsl"
  4. #ifndef D3D11
  5. // D3D9 uniforms
  6. uniform float cWindHeightFactor;
  7. uniform float cWindHeightPivot;
  8. uniform float cWindPeriod;
  9. uniform float2 cWindWorldSpacing;
  10. #ifdef WINDSTEMAXIS
  11. uniform float3 cWindStemAxis;
  12. #endif
  13. #else
  14. // D3D11 constant buffer
  15. cbuffer CustomVS : register(b6)
  16. {
  17. float cWindHeightFactor;
  18. float cWindHeightPivot;
  19. float cWindPeriod;
  20. float2 cWindWorldSpacing;
  21. #ifdef WINDSTEMAXIS
  22. float3 cWindStemAxis;
  23. #endif
  24. }
  25. #endif
  26. void VS(float4 iPos : POSITION,
  27. #ifdef SKINNED
  28. float4 iBlendWeights : BLENDWEIGHT,
  29. int4 iBlendIndices : BLENDINDICES,
  30. #endif
  31. #ifdef INSTANCED
  32. float4x3 iModelInstance : TEXCOORD4,
  33. #endif
  34. float2 iTexCoord : TEXCOORD0,
  35. out float3 oTexCoord : TEXCOORD0,
  36. out float4 oPos : OUTPOSITION)
  37. {
  38. float4x3 modelMatrix = iModelMatrix;
  39. float3 worldPos = GetWorldPos(modelMatrix);
  40. #ifdef WINDSTEMAXIS
  41. float stemDistance = dot(iPos, cWindStemAxis);
  42. #else
  43. float stemDistance = iPos.y;
  44. #endif
  45. float windStrength = max(stemDistance - cWindHeightPivot, 0.0) * cWindHeightFactor;
  46. float windPeriod = cElapsedTime * cWindPeriod + dot(worldPos.xz, cWindWorldSpacing);
  47. worldPos.x += windStrength * sin(windPeriod);
  48. worldPos.z -= windStrength * cos(windPeriod);
  49. oPos = GetClipPos(worldPos);
  50. oTexCoord = float3(GetTexCoord(iTexCoord), GetDepth(oPos));
  51. }