vs.1.1 // Grass shader. Moves verts according sine waves seeded by position // Based on the article "Animated Grass with Pixel and Vertex Shaders" // by John Isidoro and Drew Card, in the book // "Direct3D ShaderX Vertex and Pixel Shader Tips and Tricks" // c0 = Local2NDC // c4 = (0.0, 0.5, 1.0, 2.0) // c5 = (time, X, X, X) // c6 = Pi constants // c7 = Sin constants (-1/3!, 1/!5, -1/7!, 1/9!) // c8 = waveDistortX // c9 = waveDistortY // c10 = waveDistortZ // c11 = waveDirX (0.25, 0.0, -0.7, -0.8) // c12 = waveDirY (0.0, 0.15, -0.7, 0.1) // c13 = waveSpeed (0.2, 0.15, 0.4, 0.4) dcl_position v0 dcl_color v5 dcl_texcoord0 v7 mul r0, c11, v0.x // pos X,Y input to waves mad r0, c12, v0.y, r0 mov r1, c5.x // time mad r0, r1, c13, r0 // scale by speed and add to X,Y input frc r0.xy, r0 frc r1.xy, r0.zwzw mov r0.zw, r1.xyxy sub r0, r0, c4.y // - 0.5 mul r1, r0, c6.w // *= 2 pi mul r2, r1, r1 // ^2 mul r3, r2, r1 // ^3 mul r5, r3, r2 // ^5 mul r7, r5, r2 // ^7 mul r9, r7, r2 // ^9 mad r0, r3, c7.x, r1 // - r1^3 / 3! mad r0, r5, c7.y, r0 // + r1^5 / 5! mad r0, r7, c7.z, r0 // - r1^7 / 7! mad r0, r9, c7.w, r0 // + r1^9 / 9! dp4 r3.x, r0, c8 dp4 r3.y, r0, c9 dp4 r3.zw, r0, c10 sub r4, c4.z, v7.y mul r3, r3, r4 // mult by Y tex coord. So the waves only affect the top verts mov r2.w, v0 // add r2.xyz, r3, v0 // add offset to position m4x4 oPos, r2, c0 // trans to NDC mov oFog, c4.z // no fog mov oD0, v5 mov oT0, v7