mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 08:41:31 -05:00
112 lines
3.4 KiB
Text
112 lines
3.4 KiB
Text
|
struct v2f_vertex_lit {
|
||
|
vec2 uv;
|
||
|
vec4 diff;
|
||
|
vec4 spec;
|
||
|
};
|
||
|
struct v2f_img {
|
||
|
vec4 pos;
|
||
|
vec2 uv;
|
||
|
};
|
||
|
struct appdata_img {
|
||
|
vec4 vertex;
|
||
|
vec2 texcoord;
|
||
|
};
|
||
|
struct v2f {
|
||
|
vec4 pos;
|
||
|
vec2 uv;
|
||
|
vec4 nz;
|
||
|
};
|
||
|
struct appdata_grass {
|
||
|
vec4 vertex;
|
||
|
vec4 tangent;
|
||
|
vec4 color;
|
||
|
vec4 texcoord;
|
||
|
vec4 texcoord1;
|
||
|
};
|
||
|
uniform vec4 _ProjectionParams;
|
||
|
uniform vec4 _WaveAndDistance;
|
||
|
uniform vec4 _WavingTint;
|
||
|
|
||
|
|
||
|
void FastSinCos( in vec4 val, out vec4 s, out vec4 c );
|
||
|
void TerrainWaveGrass( inout vec4 vertex, in float waveAmount, in vec3 color, out vec4 outColor );
|
||
|
v2f vert( in appdata_grass v );
|
||
|
void FastSinCos( in vec4 val, out vec4 s, out vec4 c ) {
|
||
|
vec4 r5;
|
||
|
vec4 r6;
|
||
|
vec4 r7;
|
||
|
vec4 r8;
|
||
|
vec4 r1;
|
||
|
vec4 r2;
|
||
|
vec4 r3;
|
||
|
vec4 sin7 = vec4( 1.00000, -0.161616, 0.00833330, -0.000198410);
|
||
|
vec4 cos8 = vec4( -0.500000, 0.0416667, -0.00138889, 2.48016e-005);
|
||
|
val = ((val * 6.40885) - 3.14159);
|
||
|
r5 = (val * val);
|
||
|
r6 = (r5 * r5);
|
||
|
r7 = (r6 * r5);
|
||
|
r8 = (r6 * r5);
|
||
|
r1 = (r5 * val);
|
||
|
r2 = (r1 * r5);
|
||
|
r3 = (r2 * r5);
|
||
|
s = (((val + (r1 * sin7.y )) + (r2 * sin7.z )) + (r3 * sin7.w ));
|
||
|
c = ((((1.00000 + (r5 * cos8.x )) + (r6 * cos8.y )) + (r7 * cos8.z )) + (r8 * cos8.w ));
|
||
|
}
|
||
|
void TerrainWaveGrass( inout vec4 vertex, in float waveAmount, in vec3 color, out vec4 outColor ) {
|
||
|
vec4 _waveXSize;
|
||
|
vec4 _waveZSize;
|
||
|
vec4 waveSpeed = vec4( 1.20000, 2.00000, 1.60000, 4.80000);
|
||
|
vec4 _waveXmove = vec4( 0.0240000, 0.0400000, -0.120000, 0.0960000);
|
||
|
vec4 _waveZmove = vec4( 0.00600000, 0.0200000, -0.0200000, 0.100000);
|
||
|
vec4 waves;
|
||
|
vec4 s;
|
||
|
vec4 c;
|
||
|
float lighting;
|
||
|
vec3 waveMove = vec3( 0.000000, 0.000000, 0.000000);
|
||
|
vec3 waveColor;
|
||
|
_waveXSize = (vec4( 0.0120000, 0.0200000, 0.0600000, 0.0240000) * _WaveAndDistance.y );
|
||
|
_waveZSize = (vec4( 0.00600000, 0.0200000, 0.0200000, 0.0500000) * _WaveAndDistance.y );
|
||
|
waves = (vertex.x * _waveXSize);
|
||
|
waves += (vertex.z * _waveZSize);
|
||
|
waves += (_WaveAndDistance.x * waveSpeed);
|
||
|
waves = fract( waves );
|
||
|
FastSinCos( waves, s, c);
|
||
|
s = (s * s);
|
||
|
s = (s * s);
|
||
|
lighting = (dot( s, normalize( vec4( 1.00000, 1.00000, 0.400000, 0.200000) )) * 0.700000);
|
||
|
s = (s * waveAmount);
|
||
|
waveMove.x = dot( s, _waveXmove);
|
||
|
waveMove.z = dot( s, _waveZmove);
|
||
|
vertex.xz -= (waveMove.xz * _WaveAndDistance.z );
|
||
|
waveColor = mix( vec3( 0.500000, 0.500000, 0.500000), _WavingTint.xyz , vec3( lighting));
|
||
|
outColor.xyz = ((color * waveColor) * 2.00000);
|
||
|
outColor.w = 1.00000;
|
||
|
}
|
||
|
v2f vert( in appdata_grass v ) {
|
||
|
float waveAmount;
|
||
|
vec4 dummyColor;
|
||
|
v2f o;
|
||
|
waveAmount = (v.color.w * _WaveAndDistance.z );
|
||
|
dummyColor = vec4( 0.000000);
|
||
|
TerrainWaveGrass( v.vertex, waveAmount, vec3( dummyColor), dummyColor);
|
||
|
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
|
||
|
o.uv = vec2( v.texcoord);
|
||
|
o.nz.xyz = vec3( 0.000000, 0.000000, 1.00000);
|
||
|
o.nz.w = ( -(( gl_ModelViewMatrix * v.vertex ).z * _ProjectionParams.w ) );
|
||
|
return o;
|
||
|
}
|
||
|
attribute vec4 TANGENT;
|
||
|
void main() {
|
||
|
v2f xl_retval;
|
||
|
appdata_grass xlt_v;
|
||
|
xlt_v.vertex = vec4( gl_Vertex);
|
||
|
xlt_v.tangent = vec4( TANGENT);
|
||
|
xlt_v.color = vec4( gl_Color);
|
||
|
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
|
||
|
xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
|
||
|
xl_retval = vert( xlt_v);
|
||
|
gl_Position = vec4( xl_retval.pos);
|
||
|
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
|
||
|
gl_TexCoord[1] = vec4( xl_retval.nz);
|
||
|
}
|