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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