Removed binary files
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rcbasic_runtime/shaders/Water_vs.hlsl
Executable file
80
rcbasic_runtime/shaders/Water_vs.hlsl
Executable file
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/*
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* Copyright (c) 2013, elvman
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//float4x4 View;
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float4x4 WorldViewProj; // World * View * Projection transformation
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float4x4 WorldReflectionViewProj; // World * Reflection View * Projection transformation
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float WaveLength;
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float Time;
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float WindForce;
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float2 WindDirection;
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// Vertex shader output structure
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struct VS_OUTPUT
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{
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float4 position : POSITION; // vertex position
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float2 bumpMapTexCoord : TEXCOORD0;
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float3 refractionMapTexCoord : TEXCOORD1;
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float3 reflectionMapTexCoord : TEXCOORD2;
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float3 position3D : TEXCOORD3;
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};
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struct VS_INPUT
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{
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float4 position : POSITION;
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float4 color : COLOR0;
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float2 texCoord0 : TEXCOORD0;
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};
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VS_OUTPUT main(VS_INPUT input)
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{
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VS_OUTPUT output;
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// transform position to clip space
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float4 pos = mul(input.position, WorldViewProj);
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output.position = pos;
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// calculate vawe coords
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output.bumpMapTexCoord = input.texCoord0 / WaveLength + Time * WindForce * WindDirection;
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// refraction texcoords
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output.refractionMapTexCoord.x = 0.5 * (pos.w + pos.x);
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output.refractionMapTexCoord.y = 0.5 * (pos.w - pos.y);
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output.refractionMapTexCoord.z = pos.w;
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// reflection texcoords
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pos = mul(input.position, WorldReflectionViewProj);
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output.reflectionMapTexCoord.x = 0.5 * (pos.w + pos.x);
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output.reflectionMapTexCoord.y = 0.5 * (pos.w - pos.y);
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output.reflectionMapTexCoord.z = pos.w;
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// position of the vertex
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output.position3D = input.position;
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return output;
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}
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