Difference between revisions of "TEST-STRCMP4CODES"

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OutputVertex VertexMain( InputVertex inputVertex)
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{
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// Do Y-direction waves
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// r0 = (x, y, z, t)
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OutputVertex outputVertex;
 
OutputVertex outputVertex;
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float4 posAndTime;
 
float4 posAndTime;
 
posAndTime.xyz = inputVertex.position;
 
posAndTime.xyz = inputVertex.position;
 
posAndTime.w = frameInfo.w;
 
posAndTime.w = frameInfo.w;
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float temp = dot(posAndTime, waveDataX);
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float temp = dot(posAndTime, waveDataX);
float z = sin(temp) * waveDataX.z + inputVertex.position.z;
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float z = sin(temp) * waveDataX.z + inputVertex.position.z;
temp = dot(posAndTime, waveDataY);
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 +
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));
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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;
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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;
 
outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5;
 
outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5;
 
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;              
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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);
           
+
 
 
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

Revision as of 05:40, 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

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