You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
244 lines
7.3 KiB
244 lines
7.3 KiB
4 years ago
|
vs.1.1
|
||
|
dcl_position v0
|
||
|
dcl_color v5
|
||
|
dcl_texcoord0 v7
|
||
|
|
||
|
|
||
|
// Store our input position in world space in r6
|
||
|
m4x3 r6, v0, c25; // v0 * l2w
|
||
|
// Fill out our w (m4x3 doesn't touch w).
|
||
|
mov r6.w, c16.z;
|
||
|
|
||
|
//
|
||
|
|
||
|
// Input diffuse v5 color is:
|
||
|
// v5.r = overall transparency
|
||
|
// v5.g = reflection strength (transparency)
|
||
|
// v5.b = overall wave scaling
|
||
|
//
|
||
|
// v5.a is:
|
||
|
// v5.w = 1/(2.f * edge length)
|
||
|
// So per wave filtering is:
|
||
|
// min(max( (waveLen * v5.wwww) - 1), 0), 1.f);
|
||
|
// So a wave effect starts dying out when the wave is 4 times the sampling frequency,
|
||
|
// and is completely filtered at 2 times sampling frequency.
|
||
|
|
||
|
// We'd like to make this autocalculated based on the depth of the water.
|
||
|
// The frequency filtering (v5.w) still needs to be calculated offline, because
|
||
|
// it's dependent on edge length, but the first 3 filterings can be calculated
|
||
|
// based on this vertex.
|
||
|
// Basically, we want the transparency, reflection strength, and wave scaling
|
||
|
// to go to zero as the water depth goes to zero. Linear falloffs are as good
|
||
|
// a place to start as any.
|
||
|
//
|
||
|
// depth = waterlevel - r6.z => depth in feet (may be negative)
|
||
|
// depthNorm = depth / depthFalloff => zero at watertable, one at depthFalloff beneath
|
||
|
// atten = minAtten + depthNorm * (maxAtten - minAtten);
|
||
|
// These are all vector ops.
|
||
|
// This provides separate ramp ups for each of the channels (they reach full unfiltered
|
||
|
// values at different depths), but doesn't provide separate controls for where they
|
||
|
// go to zero (they all go to zero at zero depth). For that we need an offset. An offset
|
||
|
// in feet (depth) is probably the most intuitive. So that changes the first calculation
|
||
|
// of depth to:
|
||
|
// depth = waterlevel - r6.z + offset
|
||
|
// = (waterlevel + offset) - r6.z
|
||
|
// And since we only need offsets for 3 channels, we can make the waterlevel constant
|
||
|
// waterlevel[chan] = watertableheight + offset[chan],
|
||
|
// with waterlevel.w = watertableheight.
|
||
|
//
|
||
|
// So:
|
||
|
// c30 = waterlevel + offset
|
||
|
// c31 = (maxAtten - minAtten) / depthFalloff
|
||
|
// c32 = minAtten.
|
||
|
// And in particular:
|
||
|
// c30.w = waterlevel
|
||
|
// c31.w = 1.f;
|
||
|
// c32.w = 0;
|
||
|
// So r4.w is the depth of this vertex in feet.
|
||
|
|
||
|
// Dot our position with our direction vectors.
|
||
|
mul r0, c8, r6.xxxx;
|
||
|
mad r0, c9, r6.yyyy, r0;
|
||
|
|
||
|
//
|
||
|
// dist = mad( dist, kFreq.xyzw, kPhase.xyzw);
|
||
|
mul r0, r0, c5;
|
||
|
add r0, r0, c6;
|
||
|
//
|
||
|
// // Now we need dist mod'd into range [-Pi..Pi]
|
||
|
// dist *= rcp(kTwoPi);
|
||
|
rcp r4, c15.wwww;
|
||
|
add r0, r0, c15.zzzz;
|
||
|
mul r0, r0, r4;
|
||
|
// dist = frac(dist);
|
||
|
expp r1.y, r0.xxxx
|
||
|
mov r1.x, r1.yyyy
|
||
|
expp r1.y, r0.zzzz
|
||
|
mov r1.z, r1.yyyy
|
||
|
expp r1.y, r0.wwww
|
||
|
mov r1.w, r1.yyyy
|
||
|
expp r1.y, r0.yyyy
|
||
|
// dist *= kTwoPi;
|
||
|
mul r0, r1, c15.wwww;
|
||
|
// dist += -kPi;
|
||
|
sub r0, r0, c15.zzzz;
|
||
|
|
||
|
//
|
||
|
// sincos(dist, sinDist, cosDist);
|
||
|
// sin = r0 + r0^3 * vSin.y + r0^5 * vSin.z
|
||
|
// cos = 1 + r0^2 * vCos.y + r0^4 * vCos.z
|
||
|
mul r1, r0, r0; // r0^2
|
||
|
mul r2, r1, r0; // r0^3 - probably stall
|
||
|
mul r3, r1, r1; // r0^4
|
||
|
mul r4, r1, r2; // r0^5
|
||
|
mul r5, r2, r3; // r0^7
|
||
|
|
||
|
mul r1, r1, c14.yyyy; // r1 = r0^2 * vCos.y
|
||
|
mad r2, r2, c13.yyyy, r0; // r2 = r0 + r0^3 * vSin.y
|
||
|
add r1, r1, c14.xxxx; // r1 = 1 + r0^2 * vCos.y
|
||
|
mad r2, r4, c13.zzzz, r2; // r2 = r0 + r0^3 * vSin.y + r0^5 * vSin.z
|
||
|
mad r1, r3, c14.zzzz, r1; // r1 = 1 + r0^2 * vCos.y + r0^4 * vCos.z
|
||
|
|
||
|
// r0^7 & r0^6 terms
|
||
|
mul r4, r4, r0; // r0^6
|
||
|
mad r2, r5, c13.wwww, r2;
|
||
|
mad r1, r4, c14.wwww, r1;
|
||
|
|
||
|
// Calc our depth based filtering here into r4 (because we don't use it again
|
||
|
// after here, and we need our filtering shortly).
|
||
|
sub r4, c30, r6.zzzz;
|
||
|
mul r4, r4, c31;
|
||
|
add r4, r4, c32;
|
||
|
// Clamp .xyz to range [0..1]
|
||
|
min r4.xyz, r4, c16.zzzz;
|
||
|
max r4.xyz, r4, c16.xxxx;
|
||
|
//mov r4.xyz, c16.xxx; // HACKTEST
|
||
|
|
||
|
// Calc our filter (see above).
|
||
|
mul r11, v5.wwww, c29;
|
||
|
max r11, r11, c16.xxxx;
|
||
|
min r11, r11, c16.zzzz;
|
||
|
|
||
|
//mov r2, r1;
|
||
|
// r2 == sinDist
|
||
|
// r1 == cosDist
|
||
|
// sinDist *= filter;
|
||
|
mul r2, r2, r11;
|
||
|
// sinDist *= kAmplitude.xyzw
|
||
|
mul r2, r2, c7;
|
||
|
// height = dp4(sinDist, kOne);
|
||
|
// accumPos.z += height; (but accumPos.z is currently 0).
|
||
|
dp4 r8.x, r2, c16.zzzz;
|
||
|
mul r8.y, r8.x, r4.z;
|
||
|
add r8.z, r8.y, c30.w;
|
||
|
max r6.z, r6.z, r8.z;
|
||
|
// r8.x == wave height relative to 0
|
||
|
// r8.y == dampened wave relative to 0
|
||
|
// r8.z == dampened wave height in world space
|
||
|
// r6.z == wave height clamped to never go beneath ground level
|
||
|
//
|
||
|
// cosDist *= kFreq.xyzw;
|
||
|
mul r1, r1, c5;
|
||
|
// cosDist *= kAmplitude.xyzw; // Combine?
|
||
|
mul r1, r1, c7;
|
||
|
// cosDist *= filter;
|
||
|
mul r1, r1, r11;
|
||
|
//
|
||
|
// accumCos = (0, 0, 0, 0);
|
||
|
mov r7, c16.xxxx;
|
||
|
// temp = dp4( cosDist, toCenter_X );
|
||
|
// accumCos.x += temp.xxxx; (but accumCos = (0,0,0,0)
|
||
|
dp4 r7.x, r1, -c8
|
||
|
//
|
||
|
// temp = dp4( cosDist, toCenter_Y );
|
||
|
// accumCos.y += temp.xxxx;
|
||
|
dp4 r7.y, r1, -c9
|
||
|
//
|
||
|
// }
|
||
|
//
|
||
|
// accumBin = (1, 0, -accumCos.x);
|
||
|
// accumTan = (0, 1, -accumCos.y);
|
||
|
// accumNorm = (accumCos.x, accumCos.y, 1);
|
||
|
mov r11, c16.xxzx;
|
||
|
add r11, r11, r7;
|
||
|
dp3 r10.x, r11, r11;
|
||
|
rsq r10.x, r10.x;
|
||
|
mul r11, r11, r10.xxxx;
|
||
|
|
||
|
//
|
||
|
// Add in our scrunch (offset in X/Y plane).
|
||
|
// Scale down our scrunch amount by the wave scaling
|
||
|
mul r10.x, c12.y, r4.z;
|
||
|
mad r6.xy, r11.xy, r10.xx, r6.xy;
|
||
|
|
||
|
// Bias our vert up a bit to compensate for precision errors.
|
||
|
// In particular, our filter coefficients are coming in as
|
||
|
// interpolated bytes, so there's bound to be a lot of slop
|
||
|
// from that. We've got a free slot in c35.z, so we'll use that.
|
||
|
// A better implementation would be to bias and scale our screen
|
||
|
// vert, effectively pushing the vert toward the camera without
|
||
|
// actually moving it, but this is easier and might work just
|
||
|
// as well.
|
||
|
add r6.z, r6.z, c35.z;
|
||
|
|
||
|
//
|
||
|
// // Transform position to screen
|
||
|
//
|
||
|
//
|
||
|
//m4x3 r6, v0, c25; // HACKAGE
|
||
|
//mov r6.w, c16.z; // HACKAGE
|
||
|
//m4x4 oPos, r6, c0; // ADDFOG
|
||
|
m4x4 r9, r6, c0;
|
||
|
add r10.x, r9.w, c4.x;
|
||
|
mul oFog, r10.x, c4.y;
|
||
|
mov oPos, r9;
|
||
|
|
||
|
|
||
|
// Dyna Stuff
|
||
|
// Constants
|
||
|
// c33 = fC1U, fC2U, fC1V, fC2V
|
||
|
// c34 = fInitAtten, t, life, 1.f / (life-decay)
|
||
|
// c35 = ramp, 1.f / ramp, BIAS (positive is up), FREE
|
||
|
//
|
||
|
// Vertex Info
|
||
|
// v7.z = fBirth (because we don't use it for anything else).
|
||
|
//
|
||
|
// Initialize r1.zw to 0,1
|
||
|
mov r1, c16.xxxz;
|
||
|
// Calc r1.x = age, r1.y = atten
|
||
|
// age = t - birth.
|
||
|
sub r1.x, c34.y, v7.z;
|
||
|
// atten = clamp0_1(age / ramp) * clamp0_1((life-age) / (life-decay));
|
||
|
// first clamp0_1(age/ramp)
|
||
|
mul r1.y, r1.x, c35.y;
|
||
|
min r1.y, r1.y, c16.z; // Clamp to one (can't go negative).
|
||
|
// now clamp0_1((life-age) / (life-decay));
|
||
|
sub r1.z, c34.z, r1.x;
|
||
|
mul r1.z, r1.z, c34.w;
|
||
|
min r1.z, r1.z, c16.z; // Clamp to one
|
||
|
max r1.z, r1.z, c16.x; // Clamp to zero
|
||
|
mul r1.y, r1.y, r1.z; // atten is the product of the two terms.
|
||
|
|
||
|
// color is (atten, atten, atten, 1.f)
|
||
|
// Need to calculate opacity we would have had from vs_WaveFixedFin6.inl
|
||
|
// Right now that's just modulating by r4.y.
|
||
|
mul r0.y, r4.y, c34.x;
|
||
|
mul oD0, r0.yyyy, r1.yyyw;
|
||
|
//mov oD0, c16.zzzz; // HACKTEST
|
||
|
|
||
|
// UVW = (inUVW - 0.5) * scale + 0.5
|
||
|
// where:
|
||
|
// scale = (fC1U / (age * fC2U + 1.f)), fC1V / (age * fC2U + 1.f), 1.f, 1.f
|
||
|
mov r2, c16.xxxz;
|
||
|
mul r2.xy, r1.xx, c33.yw;
|
||
|
add r2.xy, r2.xy, c16.zz;
|
||
|
rcp r2.x, r2.x;
|
||
|
rcp r2.y, r2.y;
|
||
|
mul r2.xy, r2.xy, c33.xz;
|
||
|
sub r1.xy, v7.xy, c16.yy;
|
||
|
mul r1.xy, r1.xy, r2.xy;
|
||
|
add r1.xy, r1.xy, c16.yy;
|
||
|
mov oT0, r1;
|
||
|
|
||
|
|