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190 lines
5.9 KiB
190 lines
5.9 KiB
14 years ago
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vs.1.1
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dcl_position v0
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dcl_color v5
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dcl_texcoord0 v7
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// Store our input position in world space in r6
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m4x3 r6, v0, c18; // v0 * l2w
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// Fill out our w (m4x3 doesn't touch w).
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mov r6.w, c13.z;
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//
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// Input diffuse v5 color is:
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// v5.r = overall transparency
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// v5.g = illumination
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// v5.b = overall wave scaling
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//
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// v5.a is:
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// v5.w = 1/(2.f * edge length)
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// So per wave filtering is:
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// min(max( (waveLen * v5.wwww) - 1), 0), 1.f);
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// So a wave effect starts dying out when the wave is 4 times the sampling frequency,
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// and is completely filtered at 2 times sampling frequency.
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// We'd like to make this autocalculated based on the depth of the water.
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// The frequency filtering (v5.w) still needs to be calculated offline, because
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// it's dependent on edge length, but the first 3 filterings can be calculated
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// based on this vertex.
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// Basically, we want the transparency, reflection strength, and wave scaling
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// to go to zero as the water depth goes to zero. Linear falloffs are as good
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// a place to start as any.
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//
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// depth = waterlevel - r6.z => depth in feet (may be negative)
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// depthNorm = depth / depthFalloff => zero at watertable, one at depthFalloff beneath
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// atten = minAtten + depthNorm * (maxAtten - minAtten);
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// These are all vector ops.
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// This provides separate ramp ups for each of the channels (they reach full unfiltered
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// values at different depths), but doesn't provide separate controls for where they
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// go to zero (they all go to zero at zero depth). For that we need an offset. An offset
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// in feet (depth) is probably the most intuitive. So that changes the first calculation
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// of depth to:
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// depth = waterlevel - r6.z + offset
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// = (waterlevel + offset) - r6.z
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// And since we only need offsets for 3 channels, we can make the waterlevel constant
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// waterlevel[chan] = watertableheight + offset[chan],
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// with waterlevel.w = watertableheight.
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//
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// So:
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// c22 = waterlevel + offset
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// c23 = (maxAtten - minAtten) / depthFalloff
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// c24 = minAtten.
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// And in particular:
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// c22.w = waterlevel
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// c23.w = 1.f;
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// c24.w = 0;
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// So r4.w is the depth of this vertex in feet.
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// Dot our position with our direction vectors.
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mul r0, c7, r6.xxxx;
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mad r0, c8, r6.yyyy, r0;
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//
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// dist = mad( dist, kFreq.xyzw, kPhase.xyzw);
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mul r0, r0, c4;
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add r0, r0, c5;
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//
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// // Now we need dist mod'd into range [-Pi..Pi]
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// dist *= rcp(kTwoPi);
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rcp r4, c12.wwww;
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add r0, r0, c12.zzzz;
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mul r0, r0, r4;
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// dist = frac(dist);
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expp r1.y, r0.xxxx
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mov r1.x, r1.yyyy
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expp r1.y, r0.zzzz
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mov r1.z, r1.yyyy
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expp r1.y, r0.wwww
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mov r1.w, r1.yyyy
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expp r1.y, r0.yyyy
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// dist *= kTwoPi;
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mul r0, r1, c12.wwww;
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// dist += -kPi;
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sub r0, r0, c12.zzzz;
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//
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// sincos(dist, sinDist, cosDist);
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// sin = r0 + r0^3 * vSin.y + r0^5 * vSin.z
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// cos = 1 + r0^2 * vCos.y + r0^4 * vCos.z
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mul r1, r0, r0; // r0^2
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mul r2, r1, r0; // r0^3 - probably stall
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mul r3, r1, r1; // r0^4
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mul r4, r1, r2; // r0^5
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mul r5, r2, r3; // r0^7
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mul r1, r1, c11.yyyy; // r1 = r0^2 * vCos.y
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mad r2, r2, c10.yyyy, r0; // r2 = r0 + r0^3 * vSin.y
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add r1, r1, c11.xxxx; // r1 = 1 + r0^2 * vCos.y
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mad r2, r4, c10.zzzz, r2; // r2 = r0 + r0^3 * vSin.y + r0^5 * vSin.z
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mad r1, r3, c11.zzzz, r1; // r1 = 1 + r0^2 * vCos.y + r0^4 * vCos.z
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// r0^7 & r0^6 terms
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mul r4, r4, r0; // r0^6
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mad r2, r5, c10.wwww, r2;
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mad r1, r4, c11.wwww, r1;
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// Calc our depth based filtering here into r4 (because we don't use it again
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// after here, and we need our filtering shortly).
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sub r4, c22, r6.zzzz;
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mul r4, r4, c23;
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add r4, r4, c24;
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// Clamp .xyz to range [0..1]
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min r4.xyz, r4, c13.zzzz;
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max r4.xyz, r4, c13.xxxx;
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//mov r4.xyz, c13.xxx; // HACKTEST
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// Calc our filter (see above).
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mul r11, v5.wwww, c21;
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max r11, r11, c13.xxxx;
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min r11, r11, c13.zzzz;
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//mov r2, r1;
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// r2 == sinDist
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// r1 == cosDist
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// sinDist *= filter;
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mul r2, r2, r11;
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// sinDist *= kAmplitude.xyzw
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mul r2, r2, c6;
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// height = dp4(sinDist, kOne);
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// accumPos.z += height; (but accumPos.z is currently 0).
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dp4 r8.x, r2, c13.zzzz;
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mul r8.y, r8.x, r4.z;
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add r8.z, r8.y, c22.w;
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max r6.z, r6.z, r8.z;
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// r8.x == wave height relative to 0
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// r8.y == dampened wave relative to 0
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// r8.z == dampened wave height in world space
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// r6.z == wave height clamped to never go beneath ground level
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//
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// cosDist *= filter;
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mul r1, r1, r11;
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// Pos = (in.x + S, in.y + R, r6.z)
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// S = sum(k Dir.x A cos())
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// R = sum(k Dir.y A cos())
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// c30 = k Dir.x A
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// c31 = k Dir.y A
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// S = sum(cosDist * c30);
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dp4 r7.x, r1, c30;
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// R = sum(cosDist * c31);
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dp4 r7.y, r1, c31;
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add r6.xy, r6.xy, r7.xy;
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// Bias our vert up a bit to compensate for precision errors.
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// In particular, our filter coefficients are coming in as
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// interpolated bytes, so there's bound to be a lot of slop
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// from that. We've got a free slot in c25.x, so we'll use that.
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// A better implementation would be to bias and scale our screen
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// vert, effectively pushing the vert toward the camera without
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// actually moving it, but this is easier and might work just
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// as well.
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add r6.z, r6.z, c25.x;
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//
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// // Transform position to screen
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//
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//
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//m4x3 r6, v0, c18; // HACKAGE
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//mov r6.w, c13.z; // HACKAGE
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//m4x4 oPos, r6, c0; // ADDFOG
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m4x4 r9, r6, c0;
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add r10.x, r9.w, c29.x;
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mul oFog, r10.x, c29.y;
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mov oPos, r9;
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// Output color is vertex green
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// Output alpha is vertex red (vtx alpha is used for wave filtering)
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// Whole thing modulated by material color/opacity.
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mul oD0, v5.yyyx, c26;
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// Usual texture transform
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mov r11.zw, c13.zzzz;
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dp4 r11.x, v7, c14;
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dp4 r11.y, v7, c15;
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mov oT0, r11;
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