Difference between revisions of "TEST-STRCMP4CODES"

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struct OutputVertex
+
define LotSkirtPSWater()
{
+
    shader -layer ($poolWaterLayer+1)
float4 clipPosition : POSITION;
+
        validateRenderShaderContext -vertexFormat position 0 required
float4 sPos        : TEXCOORD0;
+
pass -clipAlways -modifiedEachFrameHint
float2 Wave0        : TEXCOORD1;
+
#fillmode wireframe
float2 Wave1        : TEXCOORD2;
+
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
float2 Wave2        : TEXCOORD3;
+
seti textureLights (numLightsOfType(environmentCube))   
float2 Wave3        : TEXCOORD4;
+
depthTest true -enableDepthWrite false         
float3 Eye          : TEXCOORD5;
+
 
float4 specular    : COLOR0; 
+
shaderProgram -target vertexProgram -method compile -version 1_1
float4 colorTint    : COLOR1;
+
};
+
           
+
+
+
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
+
+
shaderProgram -target pixelProgram -method compile -version 2_0             
+
shaderSource                           
+
sampler reflect; 
+
sampler bump;         
+
struct cInputPixel
+
{             
+
float4 sPos        : TEXCOORD0;             
+
float2 Wave0        : TEXCOORD1;
+
float2 Wave1        : TEXCOORD2;
+
float2 Wave2        : TEXCOORD3;
+
float2 Wave3        : TEXCOORD4;
+
float3 Eye          : TEXCOORD5;
+
float4 specular    : COLOR0;
+
float4 colorTint    : COLOR1;
+
};
+
           
+
float Fresnel(float NdotL, float fresnelBias, float fresnelPow, float facing)
+
{             
+
return max(fresnelBias + (1.0f - fresnelBias)*pow(facing, fresnelPow), 0.0);
+
}
+
           
+
float4 PixelMain(cInputPixel pi) : COLOR
+
{       
+
float3 vEye = normalize(pi.Eye);
+
  
// Get bump layers
+
bindConstants 0 -bindingID geomToClip -constantCount 4
float3 vBumpTexA = tex2D(bump, pi.Wave0.xy).xyz;
+
bindConstants 4 -bindingID geomToCamera -constantCount 3
float3 vBumpTexB = tex2D(bump, pi.Wave1.xy).xyz;
+
 
float3 vBumpTexC = tex2D(bump, pi.Wave2.xy).xyz;
+
bindConstants 7 -bindingID frameInfo
float3 vBumpTexD = tex2D(bump, pi.Wave3.xy).xyz;
+
 
               
+
bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed)
// Average bump layers
+
bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)
float3 vBumpTex=normalize(2.0 * (vBumpTexA.xyz + vBumpTexB.xyz + vBumpTexC.xyz + vBumpTexD.xyz)-4.0);
+
 
               
+
# pre-evaluate these
// Apply individual bump scale for refraction and reflection               
+
setf xscale (-$wmXRepeat * $wmXWaveHeight)
float3 vReflBump = vBumpTex.xyz ;
+
setf yscale (-$wmYRepeat * $wmYWaveHeight)
float4 vReflection = tex2Dproj(reflect, pi.sPos + float4(vReflBump.xy, 0.0f, 0.0f));//*0.001 + float4(2.0*vBumpTexD-1.0f.xxx, 1);
+
bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0)
             
+
bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float
// Compute Fresnel term
+
bindConstants 18 -bindingID cameraToGlobal -constantCount 3
float NdotL = max(dot(vEye, vReflBump), 0);
+
bindConstants 21 -bindingID cameraToGeom -constantCount 3
float facing = (1.0 - NdotL);
+
float fresnel = Fresnel(NdotL, 0.1, 0.5, facing);
+
if (tsIsDay)     
         
+
bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1)
vReflection.a = fresnel * 0.5;
+
bindConstants 28 -bindingID immediateData -data (-0.3, 0.1, 0.1, 0.0)      
 +
else
 +
bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1)
 +
bindConstants 28 -bindingID immediateData -data (-0.3, -0.2, -0.1, 0.0)      
 +
endif
 +
 
 +
shaderSource
 +
 
 +
float4 frameInfo : register(c7);
 +
float4 waveDataX : register(c11);
 +
float4 waveDataY : register(c12);
 +
float4 waveDataHelper : register(c13);
 +
float4x4 clipSpaceMatrix : register(c0);
 +
float4x3 cameraSpaceMatrix : register(c4);
 +
float4x3 cameraToGlobalMatrix : register(c18);
 +
float4x3 cameraToGeomMatrix : register(c21);
 
 
return saturate(vReflection + pi.colorTint);
+
float4 nightColor: register(c25);
}
+
float4 waterTint: register(c28);
endShaderSource
+
end                                                   
+
     
+
sampler reflect
+
texture "OceanReflection"
+
textureAddressing clamp clamp
+
end
+
     
+
sampler bump
+
texture "poolShape-body-bump"
+
textureAddressing tile tile
+
end 
+
 
             
 
             
end # end pass
+
float4 lightDirection : register(c14);
end
+
float4 lightColor : register(c15);
enddef
+
float4 lightSpecular : register(c16);
 +
 +
const static float4 refractionWeights={1,1,2,0};
 +
const static float4 layerBlue={1.0, 1.0, 1.0, 1.0};

Revision as of 05:20, 7 September 2007

define LotSkirtPSWater()

   shader -layer ($poolWaterLayer+1)
       validateRenderShaderContext -vertexFormat position 0 required

pass -clipAlways -modifiedEachFrameHint #fillmode wireframe alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) seti textureLights (numLightsOfType(environmentCube)) depthTest true -enableDepthWrite false

shaderProgram -target vertexProgram -method compile -version 1_1

bindConstants 0 -bindingID geomToClip -constantCount 4 bindConstants 4 -bindingID geomToCamera -constantCount 3

bindConstants 7 -bindingID frameInfo

bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed) bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)

# pre-evaluate these setf xscale (-$wmXRepeat * $wmXWaveHeight) setf yscale (-$wmYRepeat * $wmYWaveHeight) bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0) bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float bindConstants 18 -bindingID cameraToGlobal -constantCount 3 bindConstants 21 -bindingID cameraToGeom -constantCount 3

if (tsIsDay) bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1) bindConstants 28 -bindingID immediateData -data (-0.3, 0.1, 0.1, 0.0) else bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1) bindConstants 28 -bindingID immediateData -data (-0.3, -0.2, -0.1, 0.0) endif

shaderSource

float4 frameInfo : register(c7); float4 waveDataX : register(c11); float4 waveDataY : register(c12); float4 waveDataHelper : register(c13); float4x4 clipSpaceMatrix : register(c0); float4x3 cameraSpaceMatrix : register(c4); float4x3 cameraToGlobalMatrix : register(c18); float4x3 cameraToGeomMatrix : register(c21);

float4 nightColor: register(c25); float4 waterTint: register(c28);

float4 lightDirection : register(c14); float4 lightColor : register(c15); float4 lightSpecular : register(c16);

const static float4 refractionWeights={1,1,2,0}; const static float4 layerBlue={1.0, 1.0, 1.0, 1.0};

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