Difference between revisions of "TEST-STRCMP4CODES"
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// r0 = (x, y, z, t) | // r0 = (x, y, z, t) | ||
OutputVertex outputVertex; | OutputVertex outputVertex; | ||
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float4 posAndTime; | float4 posAndTime; | ||
posAndTime.xyz = inputVertex.position; | posAndTime.xyz = inputVertex.position; | ||
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float z = sin(temp) * waveDataX.z + inputVertex.position.z; | float z = sin(temp) * waveDataX.z + inputVertex.position.z; | ||
temp = dot(posAndTime, waveDataY); | temp = dot(posAndTime, waveDataY); | ||
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posAndTime.z = z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom | posAndTime.z = z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom | ||
posAndTime.w = 1.0f; | posAndTime.w = 1.0f; | ||
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outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix); | outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix); | ||
outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww); | outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww); | ||
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float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0)); | float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0)); | ||
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float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix)); | float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix)); | ||
float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix); | float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix); | ||
float3 viewVector = normalize(-cameraSpacePosition); | float3 viewVector = normalize(-cameraSpacePosition); | ||
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float3 halfVector = normalize(viewVector + lightDirection); | float3 halfVector = normalize(viewVector + lightDirection); | ||
outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5; | outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5; | ||
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float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005); | float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005); | ||
float2 vTexCoords = posAndTime.xy*0.05; | float2 vTexCoords = posAndTime.xy*0.05; | ||
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// Output bump layers texture coordinates | // Output bump layers texture coordinates | ||
float fSinTranslation=sin(fTranslation*100)*0.005; | float fSinTranslation=sin(fTranslation*100)*0.005; | ||
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float2 vTranslation1=fTranslation-fSinTranslation; | float2 vTranslation1=fTranslation-fSinTranslation; | ||
float2 vTranslation2=fTranslation; | float2 vTranslation2=fTranslation; | ||
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// Scale texture coordinates to get mix of low/high frequency details | // Scale texture coordinates to get mix of low/high frequency details | ||
outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0; | outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0; | ||
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outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3; | outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3; | ||
outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5; | outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5; | ||
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// compute binormal | // compute binormal | ||
float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f))); | float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f))); | ||
float3 tangent = normalize(cross(binormal, waveNormal)); | float3 tangent = normalize(cross(binormal, waveNormal)); | ||
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// tangent space matrix | // tangent space matrix | ||
float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal); | float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal); | ||
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float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix); | float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix); | ||
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outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace); | outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace); | ||
outputVertex.colorTint = waterTint; | outputVertex.colorTint = waterTint; | ||
outputVertex.colorTint.a = inputVertex.alpha.xxxx; | outputVertex.colorTint.a = inputVertex.alpha.xxxx; | ||
// outputVertex.color = waterTint.xxxx; | // outputVertex.color = waterTint.xxxx; | ||
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return(outputVertex); | return(outputVertex); | ||
} | } | ||
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endShaderSource | endShaderSource | ||
end # shaderProgram | end # shaderProgram | ||
</PRE> | </PRE> |
Revision as of 12:07, 7 September 2007
OutputVertex VertexMain( InputVertex inputVertex) { // Do Y-direction waves // r0 = (x, y, z, t) OutputVertex outputVertex; float4 posAndTime; posAndTime.xyz = inputVertex.position; posAndTime.w = frameInfo.w; float temp = dot(posAndTime, waveDataX); float z = sin(temp) * waveDataX.z + inputVertex.position.z; temp = dot(posAndTime, waveDataY); posAndTime.z = z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom posAndTime.w = 1.0f; outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix); outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww); float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0)); float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix)); float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix); float3 viewVector = normalize(-cameraSpacePosition); float3 halfVector = normalize(viewVector + lightDirection); outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5; float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005); float2 vTexCoords = posAndTime.xy*0.05; // Output bump layers texture coordinates float fSinTranslation=sin(fTranslation*100)*0.005; float2 vTranslation0=fTranslation+fSinTranslation; float2 vTranslation1=fTranslation-fSinTranslation; float2 vTranslation2=fTranslation; // Scale texture coordinates to get mix of low/high frequency details outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0; outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5; outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3; outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5; // compute binormal float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f))); float3 tangent = normalize(cross(binormal, waveNormal)); // tangent space matrix float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal); float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix); outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace); outputVertex.colorTint = waterTint; outputVertex.colorTint.a = inputVertex.alpha.xxxx; // outputVertex.color = waterTint.xxxx; return(outputVertex); } endShaderSource end # shaderProgram