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 | float4 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 | OUT.texCoord = IN.texCoord;
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43 |
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44 | const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y);
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45 | float factor = pos * pos * windStrength * sin(timer * frequency);
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46 |
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47 | // transform the vertex position into post projection space
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48 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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49 | // displace the input position
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50 | OUT.position += float4(factor * windDir, 0);
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51 |
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52 | OUT.normal = normalize(mul(glstate.matrix.invtrans.modelview[0], IN.normal));
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53 | //const float3 l = normalize(mul(glstate.matrix.modelview[0], float4(lightDir, 0))).xyz;
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54 | const float3 l = normalize(lightDir);
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55 |
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56 | const float dif = max(.0f, dot(OUT.normal.xyz, l));
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57 |
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58 | //OUT.color.xyz = IN.color.xyz * max(0, dot(OUT.normal.xyz, normalize(lightDir)));
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59 | OUT.color = glstate.material.ambient + glstate.material.front.diffuse * dif;
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60 | OUT.color.w = IN.color.w;
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61 | return OUT;
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62 | }
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63 |
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64 | /** vertex shader which provides an simple tree animation
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65 | that bends the tree depending quadratically on the height using vertex displacement.
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66 | This version of the shader is used for deferred shading and thus only
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67 | displaces the vertices and outputs the color, put does not do any shading.
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68 | */
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69 | vtxout animateVtxMrt(vtxin IN,
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70 | uniform float3 windDir,
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71 | uniform float windStrength,
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72 | uniform float frequency,
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73 | uniform float2 minMaxPos,
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74 | uniform float timer)
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75 | {
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76 | vtxout OUT;
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77 |
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78 | OUT.color = IN.color;
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79 | OUT.texCoord = IN.texCoord;
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80 |
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81 | const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y);
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82 | float factor = pos * pos * windStrength * sin(timer * frequency);
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83 |
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84 | // transform the vertex position into post projection space
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85 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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86 | // displace the input position
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87 | OUT.position += float4(factor * windDir, 0);
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88 |
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89 | // transform the vertex position into eye space
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90 | OUT.eyePos = mul(glstate.matrix.modelview[0], IN.position);
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91 | OUT.eyePos += float4(factor * windDir, 0);
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92 |
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93 | OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal);
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94 |
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95 | return OUT;
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96 | } |
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