1 | /***********************************************/
|
---|
2 | /* Vertex shaders for tree animation */
|
---|
3 | /***********************************************/
|
---|
4 |
|
---|
5 |
|
---|
6 | struct vtxin
|
---|
7 | {
|
---|
8 | float4 position: POSITION;
|
---|
9 | float4 normal: NORMAL;
|
---|
10 |
|
---|
11 | float4 color: COLOR;
|
---|
12 | float4 texCoord: TEXCOORD0;
|
---|
13 | };
|
---|
14 |
|
---|
15 | // vtx output
|
---|
16 | struct vtxout
|
---|
17 | {
|
---|
18 | float4 position: POSITION;
|
---|
19 | float4 texCoord: TEXCOORD0;
|
---|
20 |
|
---|
21 | float4 color: COLOR0;
|
---|
22 | // eye position
|
---|
23 | float4 eyePos: TEXCOORD1;
|
---|
24 | float4 normal: TEXCOORD2;
|
---|
25 |
|
---|
26 | float4 worldPos: TEXCOORD3;
|
---|
27 | float4 oldWorldPos: TEXCOORD4;
|
---|
28 | };
|
---|
29 |
|
---|
30 |
|
---|
31 | /** Vertex shader which conducts an simple tree animation
|
---|
32 | that bends the tree depending quadratically on the height
|
---|
33 | */
|
---|
34 | vtxout animateVtx(vtxin IN,
|
---|
35 | uniform float3 windDir,
|
---|
36 | uniform float windStrength,
|
---|
37 | uniform float frequency,
|
---|
38 | uniform float2 minMaxPos,
|
---|
39 | uniform float timer,
|
---|
40 | uniform float3 lightDir)
|
---|
41 | {
|
---|
42 | vtxout OUT;
|
---|
43 | OUT.texCoord = IN.texCoord;
|
---|
44 |
|
---|
45 | const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y);
|
---|
46 | float factor = pos * pos * windStrength * sin(timer * frequency);
|
---|
47 |
|
---|
48 | // transform the vertex position into post projection space
|
---|
49 | OUT.position = mul(glstate.matrix.mvp, IN.position);
|
---|
50 | // displace the input position
|
---|
51 | OUT.position += float4(factor * windDir, 0);
|
---|
52 |
|
---|
53 | OUT.normal = normalize(mul(glstate.matrix.invtrans.modelview[0], IN.normal));
|
---|
54 | //const float3 l = normalize(mul(glstate.matrix.modelview[0], float4(lightDir, 0))).xyz;
|
---|
55 | const float3 l = normalize(lightDir);
|
---|
56 |
|
---|
57 | const float diffuse = max(.0f, dot(OUT.normal.xyz, l));
|
---|
58 |
|
---|
59 | //OUT.color.xyz = IN.color.xyz * max(0, dot(OUT.normal.xyz, normalize(lightDir)));
|
---|
60 | OUT.color = glstate.material.ambient + glstate.material.front.diffuse * diffuse;
|
---|
61 | OUT.color.w = IN.color.w;
|
---|
62 | return OUT;
|
---|
63 | }
|
---|
64 |
|
---|
65 | /** vertex shader which provides an simple tree animation
|
---|
66 | that bends the tree depending quadratically on the height using vertex displacement.
|
---|
67 | This version of the shader is used for deferred shading and thus only
|
---|
68 | displaces the vertices and outputs the color, put does not do any shading.
|
---|
69 | */
|
---|
70 | vtxout animateVtxMrt(vtxin IN,
|
---|
71 | uniform float3 windDir,
|
---|
72 | uniform float windStrength,
|
---|
73 | uniform float frequency,
|
---|
74 | uniform float2 minMaxPos,
|
---|
75 | uniform float timer,
|
---|
76 | uniform float oldTimer
|
---|
77 | )
|
---|
78 | {
|
---|
79 | vtxout OUT;
|
---|
80 |
|
---|
81 | OUT.color = IN.color;
|
---|
82 | OUT.texCoord = IN.texCoord;
|
---|
83 |
|
---|
84 | const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y);
|
---|
85 |
|
---|
86 | float factor = pos * pos * windStrength * sin(timer * frequency);
|
---|
87 | const float4 offs = float4(factor * windDir, 0);
|
---|
88 |
|
---|
89 | float oldFactor = pos * pos * windStrength * sin(oldTimer * frequency);
|
---|
90 | const float4 oldOffs = float4(oldFactor * windDir, 0);
|
---|
91 |
|
---|
92 | // transform the vertex position into post projection space
|
---|
93 | OUT.position = mul(glstate.matrix.mvp, IN.position);
|
---|
94 | // displace the input position
|
---|
95 | OUT.position += offs;
|
---|
96 |
|
---|
97 | // transform the vertex position into eye space
|
---|
98 | OUT.eyePos = mul(glstate.matrix.modelview[0], IN.position);
|
---|
99 | OUT.eyePos += offs;
|
---|
100 |
|
---|
101 | OUT.normal = normalize(mul(glstate.matrix.invtrans.modelview[0], IN.normal));
|
---|
102 |
|
---|
103 | // hack: no translational component anyway
|
---|
104 | OUT.oldWorldPos = oldOffs;
|
---|
105 | //OUT.oldWorldPos = float4(1e20f, 1e20f, 1e20f, oldOffs.w);
|
---|
106 | OUT.worldPos = offs;
|
---|
107 |
|
---|
108 | return OUT;
|
---|
109 | }
|
---|
110 |
|
---|
111 | /*
|
---|
112 |
|
---|
113 | pixel fragtex(fragin IN,
|
---|
114 | uniform sampler2D tex: TEXUNIT0,
|
---|
115 | uniform float4x4 viewMatrix
|
---|
116 | )
|
---|
117 | {
|
---|
118 | float4 texColor = tex2D(tex, IN.texCoord.xy);
|
---|
119 |
|
---|
120 | // account for alpha blending
|
---|
121 | if (texColor.w < 0.5f) discard;
|
---|
122 |
|
---|
123 | pixel pix;
|
---|
124 |
|
---|
125 | // save color in first render target
|
---|
126 | // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
|
---|
127 | pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
|
---|
128 | // save world space normal in rt => transform back into world space by
|
---|
129 | // multiplying with inverse view. since transforming normal with T means to
|
---|
130 | // multiply with the inverse transpose of T, we multiple with
|
---|
131 | // Transp(Inv(Inv(view))) = Transp(view)
|
---|
132 | pix.norm = normalize(mul(transpose(viewMatrix), IN.normal).xyz);
|
---|
133 | //pix.norm = IN.normal.xyz;
|
---|
134 | // compute eye linear depth
|
---|
135 | pix.col.w = 1e20f;//length(IN.eyePos.xyz);
|
---|
136 |
|
---|
137 | // the scene entity id
|
---|
138 | //pix.id = glstate.fog.color.xyz;
|
---|
139 | // the offset to the world pos from old frame
|
---|
140 | pix.offsVec = IN.oldWorldPos.xyz - IN.worldPos.xyz;
|
---|
141 |
|
---|
142 | return pix;
|
---|
143 | }*/ |
---|