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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #ifndef D3D11
- // D3D9 uniforms
- uniform float cWindHeightFactor;
- uniform float cWindHeightPivot;
- uniform float cWindPeriod;
- uniform float2 cWindWorldSpacing;
- #ifdef WINDSTEMAXIS
- uniform float3 cWindStemAxis;
- #endif
- #else
- // D3D11 constant buffer
- cbuffer CustomVS : register(b6)
- {
- float cWindHeightFactor;
- float cWindHeightPivot;
- float cWindPeriod;
- float2 cWindWorldSpacing;
- #ifdef WINDSTEMAXIS
- float3 cWindStemAxis;
- #endif
- }
- #endif
- void VS(float4 iPos : POSITION,
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD4,
- #endif
- float2 iTexCoord : TEXCOORD0,
- #ifdef VSM_SHADOW
- out float4 oTexCoord : TEXCOORD0,
- #else
- out float2 oTexCoord : TEXCOORD0,
- #endif
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- #ifdef WINDSTEMAXIS
- float stemDistance = dot(iPos, cWindStemAxis);
- #else
- float stemDistance = iPos.y;
- #endif
- float windStrength = max(stemDistance - 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);
- #ifdef VSM_SHADOW
- oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w);
- #else
- oTexCoord = GetTexCoord(iTexCoord);
- #endif
- }
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