[390] | 1 | // Vertex program to wave some grass about |
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| 2 | // Simplistic, assumes base of the grass at 0 |
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| 3 | void grass_vp(float4 position : POSITION, |
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| 4 | float3 normal : NORMAL, |
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| 5 | float2 uv : TEXCOORD0, |
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| 6 | out float4 oPosition : POSITION, |
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| 7 | out float2 oUv : TEXCOORD0, |
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| 8 | out float4 colour : COLOR, |
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| 9 | |
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| 10 | uniform float4x4 worldViewProj, |
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| 11 | uniform float4 ambient, |
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| 12 | uniform float4 objSpaceLight, |
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| 13 | uniform float4 lightColour, |
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| 14 | uniform float4 offset) |
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| 15 | { |
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| 16 | float4 mypos = position; |
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| 17 | //offset = float4(0.5, 0, 0, 0); |
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| 18 | float4 factor = float4(1,1,1,1) - uv.yyyy; |
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| 19 | mypos = mypos + offset * factor; |
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| 20 | oPosition = mul(worldViewProj, mypos); |
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| 21 | |
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| 22 | oUv = uv; |
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| 23 | // get vertex light direction (support directional and point) |
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| 24 | float3 light = normalize( |
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| 25 | objSpaceLight.xyz - (position.xyz * objSpaceLight.w)); |
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| 26 | float diffuseFactor = max(dot(normal, light), 0); |
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| 27 | |
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| 28 | |
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| 29 | colour = ambient + diffuseFactor * lightColour; |
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| 30 | } |
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| 31 | |
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