1 | /***********************************************/
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2 | /* Vertex shaders for tree animation */
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3 | /***********************************************/
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4 |
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5 |
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6 | struct vtxin
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7 | {
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8 | float4 position: POSITION;
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9 | float4 normal: NORMAL;
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10 |
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11 | float4 color: COLOR;
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12 | //float4 color1: COLOR1;
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13 |
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14 | float4 texCoord: TEXCOORD0;
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15 | };
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16 |
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17 | // vtx output
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18 | struct vtxout
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19 | {
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20 | float4 position: POSITION;
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21 | float4 texCoord: TEXCOORD0;
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22 |
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23 | float4 color: COLOR0;
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24 | //float4 color1: COLOR1;
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25 | float4 eyePos: TEXCOORD1; // eye position
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26 | float3 normal: TEXCOORD2;
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27 | };
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28 |
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29 |
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30 | /** Vertex shader which conducts an simple tree animation
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31 | that bends the tree depending quadratically on the height
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32 | */
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33 | vtxout animateVtx(vtxin IN,
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34 | uniform float3 windDir,
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35 | uniform float windStrength,
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36 | uniform float frequency,
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37 | uniform float2 minMaxPos,
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38 | uniform float timer,
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39 | uniform float3 lightDir)
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40 | {
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41 | vtxout OUT;
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42 |
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43 | /*
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44 | // Transform vertex position into homogenous clip-space.
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45 | OUT.HPosition = mul(ModelViewProj, IN.Position);
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46 | // Transform normal from model-space to view-space.
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47 | float3 normalVec = normalize(mul(ModelViewIT,
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48 | IN.Normal).xyz);
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49 | // Store normalized light vector.
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50 | float3 lightVec = normalize(LightVec.xyz);
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51 | // Calculate half angle vector.
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52 | float3 eyeVec = float3(0.0, 0.0, 1.0);
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53 | float3 halfVec = normalize(lightVec + eyeVec);
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54 | // Calculate diffuse component.
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55 | float diffuse = dot(normalVec, lightVec);
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56 | // Calculate specular component.
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57 | float specular = dot(normalVec, halfVec);
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58 | // Use the lit function to compute lighting vector from
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59 | // diffuse and specular values.
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60 | float4 lighting = lit(diffuse, specular, 32);
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61 | // Blue diffuse material
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62 | float3 diffuseMaterial = float3(0.0, 0.0, 1.0);
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63 | // White specular material
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64 | float3 specularMaterial = float3(1.0, 1.0, 1.0);
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65 | // Combine diffuse and specular contributions and
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66 | // output final vertex color.
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67 | OUT.Color.rgb = lighting.y * diffuseMaterial +
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68 | lighting.z * specularMaterial;
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69 | OUT.Color.a = 1.0;
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70 | return OUT;
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71 | }
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72 | */
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73 | OUT.texCoord = IN.texCoord;
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74 |
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75 | const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y);
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76 | float factor = pos * pos * windStrength * sin(timer * frequency);
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77 |
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78 | // transform the vertex position into post projection space
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79 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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80 | // displace the input position
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81 | OUT.position += float4(factor * windDir, 0);
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82 |
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83 | OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal);
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84 |
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85 | Out.color = IN.color * max(0, dot(OUT.normal, lightDir));
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86 | //OUT.color1 = IN.color1;
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87 |
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88 | return OUT;
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89 | }
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90 |
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91 | /** vertex shader which conducts an simple tree animation
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92 | that bends the tree depending quadratically on the height
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93 | This version of the shader is used for deferred shading and thus only
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94 | displaces the vertices and outputs the color, put does not do any shading.
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95 | */
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96 | vtxout animateVtxMrt(vtxin IN,
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97 | uniform float3 windDir,
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98 | uniform float windStrength,
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99 | uniform float frequency,
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100 | uniform float2 minMaxPos,
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101 | uniform float timer)
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102 | {
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103 | vtxout OUT;
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104 |
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105 | OUT.color = IN.color;
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106 | //OUT.color1 = IN.color1;
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107 |
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108 | OUT.texCoord = IN.texCoord;
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109 |
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110 | const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y);
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111 | float factor = pos * pos * windStrength * sin(timer * frequency);
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112 |
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113 | // transform the vertex position into post projection space
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114 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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115 | // displace the input position
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116 | OUT.position += float4(factor * windDir, 0);
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117 |
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118 | // transform the vertex position into eye space
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119 | OUT.eyePos = mul(glstate.matrix.modelview[0], IN.position);
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120 | OUT.eyePos += float4(factor * windDir, 0);
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121 |
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122 | OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal);
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123 |
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124 | return OUT;
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125 | } |
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