#include "common.h" uniform float3x4 m_xform; uniform float3x4 m_xform_v; uniform float4 consts; // {1/quant,1/quant,???,???} uniform float4 c_scale,c_bias,wind,wave; uniform float2 c_sun; // x=*, y=+ v2p_flat main (v_tree I) { I.Nh = unpack_D3DCOLOR(I.Nh); I.T = unpack_D3DCOLOR(I.T); I.B = unpack_D3DCOLOR(I.B); v2p_flat o; // Transform to world coords float3 pos = mul (m_xform, I.P); // float base = m_xform._24; // take base height from matrix float dp = calc_cyclic (wave.w+dot(pos,(float3)wave)); float H = pos.y - base; // height of vertex (scaled, rotated, etc.) float frac = I.tc.z*consts.x; // fractional (or rigidity) float inten = H * dp; // intensity float2 result = calc_xz_wave (wind.xz*inten, frac); #ifdef USE_TREEWAVE result = 0; #endif float4 f_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1); // Final xform(s) // Final xform float3 Pe = mul (m_V, f_pos ); //#ifdef USE_TREEWAVE float hemi = (I.Nh.w*c_scale.w + c_bias.w); //#else //float hemi = I.Nh.w*c_scale.w + c_bias.w; //#endif //float hemi = I.Nh.w; o.hpos = mul (m_VP, f_pos ); o.N = mul ((float3x3)m_xform_v, unpack_bx2(I.Nh) ); o.tcdh = float4 ((I.tc * consts).xyyy ); o.position = float4 (Pe, hemi ); #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) float suno = I.Nh.w * c_sun.x + c_sun.y ; o.tcdh.w = suno; // (,,,dir-occlusion) #endif //#ifdef USE_GRASS_WAVE o.tcdh.z = 1.f; //#endif #ifdef USE_TDETAIL o.tcdbump = o.tcdh*dt_params; // dt tc #endif return o; } FXVS;