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.
60 lines
1.5 KiB
60 lines
1.5 KiB
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
|
|
|