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[390] | 1 | // oceanHLSL_Cg.vert |
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| 2 | // vertex program for Ocean water simulation |
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| 3 | // 04 Aug 2005 |
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| 4 | // adapted for Ogre by nfz |
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| 5 | // original shader source from Render Monkey 1.6 Reflections Refractions.rfx |
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| 6 | // can be used in both Cg and HLSL compilers |
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| 7 | |
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| 8 | // 06 Aug 2005: moved uvw calculation from fragment program into vertex program |
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| 9 | |
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| 10 | struct VS_OUTPUT { |
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| 11 | float4 Pos: POSITION; |
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| 12 | float3 uvw: TEXCOORD0; |
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| 13 | float3 normal: TEXCOORD1; |
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| 14 | float3 vVec: TEXCOORD2; |
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| 15 | }; |
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| 16 | |
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| 17 | VS_OUTPUT main(float4 Pos: POSITION, float3 normal: NORMAL, |
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| 18 | uniform float4x4 worldViewProj_matrix, |
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| 19 | uniform float3 scale, |
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| 20 | uniform float2 waveSpeed, |
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| 21 | uniform float noiseSpeed, |
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| 22 | uniform float time_0_X, |
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| 23 | uniform float3 eyePosition |
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| 24 | |
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| 25 | ) |
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| 26 | { |
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| 27 | VS_OUTPUT Out; |
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| 28 | |
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| 29 | Out.Pos = mul(worldViewProj_matrix, Pos); |
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| 30 | |
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| 31 | // uvw is the calculated uvw coordinates based on vertex position |
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| 32 | Out.uvw = Pos.xyz * scale; |
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| 33 | Out.uvw.xz += waveSpeed * time_0_X; |
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| 34 | Out.uvw.y += Out.uvw.z + noiseSpeed * time_0_X; |
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| 35 | |
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| 36 | // the view vector needs to be in vertex space |
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| 37 | Out.vVec = Pos.xyz - eyePosition; |
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| 38 | Out.normal = normal; |
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| 39 | |
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| 40 | return Out; |
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| 41 | } |
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