1 | ////////////////////////////// MOVING GRASS |
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2 | // Vertex program to wave some grass about |
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3 | // Assumes UV texture coords of v==0 indicates the top of the grass |
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4 | void grass_vp(float4 position : POSITION, |
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5 | float3 normal : NORMAL, |
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6 | float2 uv : TEXCOORD0, |
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7 | out float4 oPosition : POSITION, |
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8 | out float2 oUv : TEXCOORD0, |
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9 | out float4 oColour : COLOR, |
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10 | |
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11 | uniform float4x4 worldViewProj, |
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12 | //uniform float4 camObjPos, |
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13 | uniform float4 ambient, |
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14 | uniform float4 objSpaceLight, |
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15 | uniform float4 lightColour, |
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16 | uniform float4 offset) |
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17 | { |
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18 | float4 mypos = position; |
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19 | //offset = float4(0.5, 0, 0, 0); |
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20 | float4 factor = float4(1,1,1,1) - uv.yyyy; |
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21 | mypos = mypos + offset * factor; |
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22 | oPosition = mul(worldViewProj, mypos); |
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23 | |
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24 | oUv = uv; |
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25 | // Color |
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26 | // get vertex light direction (support directional and point) |
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27 | float3 light = normalize(objSpaceLight.xyz - (mypos.xyz * objSpaceLight.w)); |
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28 | // grass is just 2D quads, so if light passes underneath we need to invert the normal |
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29 | // abs() will have the same effect |
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30 | float diffuseFactor = abs(dot(normal.xyz, light)); |
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31 | oColour = ambient + diffuseFactor * lightColour; |
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32 | |
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33 | } |
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34 | |
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35 | void grass_fp( float4 position : POSITION, |
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36 | float2 uv : TEXCOORD0, |
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37 | float4 colour : COLOR, |
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38 | |
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39 | out float4 oColour : COLOR, |
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40 | |
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41 | uniform sampler2D diffuseMap |
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42 | ) |
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43 | { |
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44 | float4 texColor = tex2D(diffuseMap, uv.xy); |
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45 | oColour = float4(texColor.rgb * colour.rgb, texColor.a); |
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46 | if(oColour.a < 0.58) |
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47 | discard; |
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48 | } |
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49 | |
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50 | |
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51 | void grassTex_vp( |
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52 | float4 position : POSITION, |
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53 | float4 normal : NORMAL, |
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54 | float2 uv : TEXCOORD0, |
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55 | |
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56 | out float4 oPosition : POSITION, |
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57 | out float2 oUv : TEXCOORD0, |
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58 | //out float4 oNormal : NORMAL, |
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59 | |
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60 | uniform float4x4 worldViewProj, |
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61 | |
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62 | uniform float4 ambient, |
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63 | uniform float4 objSpaceLight, |
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64 | uniform float4 lightColour, |
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65 | |
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66 | uniform float4 offset) |
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67 | { |
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68 | // Position |
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69 | float4 mypos = position; |
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70 | float4 factor = float4(1,1,1,1) - uv.yyyy; |
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71 | mypos = mypos + offset * factor; |
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72 | oPosition = mul(worldViewProj, mypos); |
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73 | // Texture Coord |
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74 | oUv.xy = uv.xy; |
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75 | } |
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76 | |
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77 | /// grass_vp ambient |
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78 | void grassAmbient_vp( |
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79 | float4 position : POSITION, |
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80 | float4 normal : NORMAL, |
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81 | float2 uv : TEXCOORD0, |
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82 | |
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83 | out float4 oPosition : POSITION, |
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84 | out float2 oUv : TEXCOORD0, |
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85 | out float4 oColour : COLOR, |
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86 | //out float4 oNormal : NORMAL, |
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87 | |
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88 | //uniform float4 camObjPos, |
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89 | uniform float4x4 worldViewProj, |
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90 | uniform float4 ambient, |
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91 | uniform float4 offset) |
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92 | { |
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93 | // Position |
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94 | float4 mypos = position; |
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95 | float4 factor = float4(1,1,1,1) - uv.yyyy; |
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96 | mypos = mypos + offset * factor; |
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97 | oPosition = mul(worldViewProj, mypos); |
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98 | // Texture Coord |
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99 | oUv.xy = uv.xy; |
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100 | /* |
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101 | // Normal |
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102 | // Make vec from vertex to camera |
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103 | float4 EyeVec = camObjPos - mypos; |
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104 | // Dot the v to eye and the normal to see if they point |
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105 | // in the same direction or opposite |
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106 | float aligned = dot(normal, EyeVec); // -1..1 |
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107 | // If aligned is negative, we need to flip the normal |
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108 | if (aligned < 0) |
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109 | normal = -normal; |
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110 | //oNormal = normal; |
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111 | */ |
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112 | // Color |
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113 | oColour = ambient; |
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114 | } |
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115 | |
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116 | |
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117 | void grassAmbient_fp( |
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118 | float4 position : POSITION, |
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119 | float2 uv : TEXCOORD0, |
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120 | float4 colour : COLOR, |
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121 | |
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122 | out float4 oColour : COLOR, |
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123 | |
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124 | uniform sampler2D diffuseMap |
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125 | ) |
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126 | { |
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127 | float4 texColor = tex2D(diffuseMap, uv.xy); |
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128 | oColour = float4(colour.rgb, texColor.a); |
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129 | } |
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130 | |
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131 | //////////////////////// GRASS SHADOW CASTER |
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132 | // Shadow caster vertex program. |
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133 | void grasscaster_vp(float4 position : POSITION, |
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134 | float2 uv : TEXCOORD0, |
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135 | |
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136 | out float4 oPosition : POSITION, |
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137 | out float2 oUv : TEXCOORD0, |
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138 | out float2 oDepth : TEXCOORD1, |
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139 | |
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140 | uniform float4x4 worldViewProj, |
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141 | uniform float4 offset, |
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142 | uniform float4 texelOffsets) |
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143 | { |
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144 | float4 mypos = position; |
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145 | float4 factor = float4(1,1,1,1) - uv.yyyy; |
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146 | mypos = mypos + offset * factor; |
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147 | oPosition = mul(worldViewProj, mypos); |
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148 | |
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149 | // fix pixel / texel alignment |
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150 | oPosition.xy += texelOffsets.zw * oPosition.w; |
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151 | |
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152 | oDepth.x = oPosition.z; |
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153 | oDepth.y = oPosition.w; |
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154 | |
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155 | oUv = uv; |
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156 | |
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157 | } |
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158 | |
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159 | |
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160 | void grasscaster_fp( |
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161 | float4 position : POSITION, |
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162 | float2 uv : TEXCOORD0, |
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163 | float2 depth : TEXCOORD1, |
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164 | |
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165 | out float4 result : COLOR, |
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166 | |
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167 | uniform sampler2D diffuseMap |
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168 | ) |
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169 | { |
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170 | float alpha = tex2D(diffuseMap, uv).a; |
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171 | if (alpha > 0.001) |
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172 | { |
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173 | result = float4(1.0f, 1.0f, 1.0f, 0.0f); |
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174 | } |
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175 | else |
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176 | { |
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177 | float finalDepth = depth.x / depth.y; |
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178 | // just smear across all components |
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179 | // therefore this one needs high individual channel precision |
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180 | result = float4(finalDepth.xxx, 1.0f); |
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181 | } |
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182 | } |
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183 | |
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184 | |
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185 | //////////////////////// GRASS SHADOW RECEIVER |
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186 | void grassreceiver_vp( |
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187 | float4 position : POSITION, |
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188 | float4 normal : NORMAL, |
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189 | float2 uv : TEXCOORD0, |
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190 | |
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191 | out float4 oPosition : POSITION, |
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192 | out float4 oShadowUV : TEXCOORD0, |
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193 | out float3 oUv : TEXCOORD1, |
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194 | out float4 oColour : COLOR, |
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195 | //out float4 oNormal : NORMAL, |
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196 | |
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197 | uniform float4x4 world, |
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198 | uniform float4x4 worldViewProj, |
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199 | uniform float4x4 texViewProj, |
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200 | |
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201 | uniform float4 camObjPos, |
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202 | |
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203 | uniform float4 objSpaceLight, |
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204 | uniform float4 lightColour, |
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205 | |
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206 | uniform float4 offset) |
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207 | { |
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208 | float4 mypos = position; |
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209 | float4 factor = float4(1,1,1,1) - uv.yyyy; |
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210 | mypos = mypos + offset * factor; |
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211 | oPosition = mul(worldViewProj, mypos); |
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212 | oUv.xy = uv.xy; |
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213 | // Transform position to world space |
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214 | float4 worldPos = mul(world, mypos); |
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215 | // calculate shadow map coords |
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216 | oShadowUV = mul(texViewProj, worldPos); |
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217 | |
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218 | // Make vec from vertex to camera |
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219 | float4 EyeVec = camObjPos - mypos; |
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220 | // Dot the v to eye and the normal to see if they point |
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221 | // in the same direction or opposite |
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222 | float alignedEye = dot(normal, EyeVec); // -1..1 |
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223 | // If aligned is negative, we need to flip the normal |
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224 | if (alignedEye < 0) |
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225 | normal = -normal; |
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226 | //oNormal = normal; |
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227 | |
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228 | // get vertex light direction (support directional and point) |
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229 | float3 lightVec = normalize(objSpaceLight.xyz - (mypos.xyz * objSpaceLight.w)); |
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230 | // Dot the v to light and the normal to see if they point |
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231 | // in the same direction or opposite |
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232 | float alignedLight = dot(normal.xyz, lightVec); // -1..1 |
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233 | // If aligned is negative, shadowing/lighting is not possible. |
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234 | oUv.z = (alignedLight < 0)? 0 : 1 ; |
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235 | |
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236 | float diffuseFactor = max(alignedLight, 0); |
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237 | //oColour = diffuseFactor * lightColour; |
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238 | oColour = lightColour; |
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239 | } |
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240 | |
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241 | |
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242 | void grassreceiver_fp( |
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243 | float4 position : POSITION |
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244 | , float4 shadowUV : TEXCOORD0 |
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245 | , float3 uv : TEXCOORD1 |
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246 | , float4 vertexLight : COLOR |
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247 | |
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248 | , out float4 oColour : COLOR |
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249 | |
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250 | , uniform sampler2D shadowMap : register(s0) |
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251 | , uniform sampler2D diffuseMap : register(s1) |
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252 | |
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253 | //, uniform float inverseShadowmapSize |
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254 | , uniform float fixedDepthBias |
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255 | , uniform float gradientClamp |
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256 | , uniform float gradientScaleBias |
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257 | ) |
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258 | { |
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259 | if (shadowUV.z > 0) |
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260 | { |
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261 | float4 diffuse = tex2D(diffuseMap, uv.xy); |
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262 | if (diffuse.a > 0.001) |
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263 | { |
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264 | oColour = float4(0.0f, 0.0f, 0.0f, 0.0f); |
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265 | } |
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266 | else |
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267 | { |
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268 | // point on shadowmap (no gradient as cg1.4 compiler is unable to handle that complexity) |
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269 | shadowUV = shadowUV / shadowUV.w; |
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270 | float4 shadowDepths = tex2D(shadowMap, shadowUV.xy); |
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271 | |
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272 | float gradientFactor = gradientClamp * gradientScaleBias; |
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273 | float depthAdjust = gradientFactor + fixedDepthBias * shadowDepths.x; |
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274 | float centerdepth = shadowDepths.x + depthAdjust; |
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275 | |
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276 | oColour = (centerdepth > shadowUV.z) ? float4(vertexLight.rgb, diffuse.a) : float4(0, 0, 0, diffuse.a); |
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277 | } |
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278 | } |
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279 | else |
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280 | { |
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281 | oColour = float4(0.0f, 0.0f, 0.0f, 0.0f); |
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282 | } |
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283 | } |
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