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Commit 77356643 authored by Byurrrer's avatar Byurrrer
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with 451 additions and 18 deletions
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\ No newline at end of file
[water_studen]
physmaterial = 0
vs = mtrlgeom_water.vs
ps = mtrlgeom_water_color_reflection.ps
cullmode = 0
alpha_test = 0
texture = water_color_test.dds
mask = water_studen.dds
mirco_diff_r = water_normal2.dds
mirco_diff_g = 0
mirco_diff_b = 0
mirco_diff_a = 0
detail_r = water_dudv.dds
detail_g = 0
detail_b = 0
detail_a = 0
param_ligth = 0;//water_test_light_param.dds
roughness = 0.440000
f0 = 1.000000
refraction = 1
vs_world = 1
vs_view = 0
vs_projection = 0
vs_worldview = 0
vs_worldviewprojection = 1
vs_poscam = 1
vs_timedelta = 1
vs_userdata = 1
vs_userdata_value_x = 0.190000
vs_userdata_value_y = 0.090000
vs_userdata_value_z = 0.04000
vs_userdata_value_w = 0.240000
vs_userdata_trans_in_ps = 0
ps_world = 0
ps_view = 0
ps_projection = 0
ps_worldview = 0
ps_worldviewprojection = 0
ps_poscam = 0
ps_timedelta = 0
ps_winsize = 1
ps_userdata = 1
ps_userdata_value_x = 0.010000
ps_userdata_value_y = 0.100000
ps_userdata_value_z = 0.080000
ps_userdata_value_w = 0.800000
ps_userdata_trans_in_vs = 0
type_reflect = 1
#include <../struct.h>
sampler2D BaseSampler:register(s0);
sampler2D RF0SSIsSampler:register(s10);
half4 NearFarIsUnlit;
ps_out_ds_mrt main(vs_out_gcommon IN)
{
ps_out_ds_mrt OUT;
OUT.Color = tex2D(BaseSampler,IN.TexUV);
half3 NormalPixel = normalize(IN.Normal);
OUT.Normal.xyz = 0.5f * IN.Normal + 0.5f;
OUT.Normal.w = NearFarIsUnlit.z;
OUT.Param = tex2D(RF0SSIsSampler,IN.TexUV);
OUT.Param.z = NearFarIsUnlit.w;
OUT.Depth = GetDepthW(IN.Pos,NearFarIsUnlit.xy);
return OUT;
}
\ No newline at end of file
#include <../struct.h>
half4x4 WorldViewProjection : register(c1);
half4x4 World : register(c5);
half4 g_BufferBoneWorld[128] : register(c16);
half3 Rotate(half4 q, half3 p)
{
half xxzz = q.x*q.x - q.z*q.z;
half wwyy = q.w*q.w - q.y*q.y;
half xw2 = q.x*q.w*2.0;
half xy2 = q.x*q.y*2.0;
half xz2 = q.x*q.z*2.0;
half yw2 = q.y*q.w*2.0;
half yz2 = q.y*q.z*2.0;
half zw2 = q.z*q.w*2.0;
half3 oout = half3((xxzz + wwyy)*p.x + (xy2 + zw2)*p.y + (xz2 - yw2)*p.z,
(xy2 - zw2)*p.x + (q.y*q.y+q.w*q.w-q.x*q.x-q.z*q.z)*p.y + (yz2 + xw2)*p.z,
(xz2 + yw2)*p.x + (yz2 - xw2)*p.y + (wwyy - xxzz)*p.z);
return(oout);
}
vs_out_gcommon Transform(uint iBone, half weight, vs_in_anim v)
{
vs_out_gcommon Output = (vs_out_gcommon)0;
iBone *= 2;
half4 bpos = g_BufferBoneWorld[iBone];
half4 q = g_BufferBoneWorld[iBone + 1];
Output.Position = half4((Rotate(q, v.Pos) + bpos) * weight, 1.0);
Output.Normal = Rotate(q, v.Norm) * weight;
return(Output);
}
vs_out_gcommon main(vs_in_anim input)
{
vs_out_gcommon Output = (vs_out_gcommon)0;
vs_out_gcommon o;
//Bone0
uint iBone = input.Bones.x;
float fWeight = input.Weights.x;
o = Transform(iBone, fWeight, input);
Output.Position += o.Position;
Output.Normal += o.Normal;
//Bone1
iBone = input.Bones.y;
fWeight = input.Weights.y;
o = Transform(iBone, fWeight, input);
Output.Position += o.Position;
Output.Normal += o.Normal;
//Bone2
iBone = input.Bones.z;
fWeight = input.Weights.z;
o = Transform(iBone, fWeight, input);
Output.Position += o.Position;
Output.Normal += o.Normal;
//Bone3
iBone = input.Bones.w;
fWeight = input.Weights.w;
o = Transform(iBone, fWeight, input);
Output.Position += o.Position;
Output.Normal += o.Normal;
Output.Position.w = 1.0;
Output.Position = mul(Output.Position, WorldViewProjection);
Output.Normal = mul(Output.Normal, World);
Output.TexUV = input.Tex;
Output.Pos = Output.Position;
return(Output);
}
#include <../struct.h>
sampler2D BaseSampler:register(s0);
half4 NearFarIsUnlit;
float4 main(vs_out_gcommon IN): COLOR0
{
return(tex2D(BaseSampler,IN.TexUV));
}
\ No newline at end of file
/* /*
- struct.h Имя файла - struct.h
( ) Файл включения в шейдеры (вершинные и пиксельные)
Определены все структуры которые используются
*/ */
#define GREEN_ALPHA_VAL_CLIP 0.5 #define GREEN_ALPHA_VAL_CLIP 0.5
...@@ -44,9 +44,9 @@ half4 bilinear(sampler2D tex, half2 texCoord, int texSize) ...@@ -44,9 +44,9 @@ half4 bilinear(sampler2D tex, half2 texCoord, int texSize)
return result; return result;
} }
// //ПОСТПРОЦЕСС
//{ //{
// , //выходная структура вершинного шейдера, восстановление позиции по глубине
struct vs_out_res_pos struct vs_out_res_pos
{ {
half4 Position :POSITION0; half4 Position :POSITION0;
...@@ -56,14 +56,14 @@ struct vs_out_res_pos ...@@ -56,14 +56,14 @@ struct vs_out_res_pos
half3 WorldRay :TEXCOORD2; half3 WorldRay :TEXCOORD2;
}; };
// , //стандартная структура постпроцесса, на вход врешинному шейдеру
struct vs_in_pp struct vs_in_pp
{ {
half4 Position :POSITION; half4 Position :POSITION;
half2 TexUV :TEXCOORD0; half2 TexUV :TEXCOORD0;
}; };
// , //стандартная структура постпроцесса, на выход врешинного шейдера и на вход пиксельному
struct vs_out_pp struct vs_out_pp
{ {
half4 Position :POSITION0; half4 Position :POSITION0;
...@@ -71,7 +71,7 @@ struct vs_out_pp ...@@ -71,7 +71,7 @@ struct vs_out_pp
}; };
//} //}
// //РАСТИТЕЛЬНОСТЬ
struct vs_in_green struct vs_in_green
{ {
half3 Position :POSITION0; half3 Position :POSITION0;
...@@ -82,7 +82,7 @@ struct vs_in_green ...@@ -82,7 +82,7 @@ struct vs_in_green
half2 InstanceSinCosRot :TEXCOORD3; half2 InstanceSinCosRot :TEXCOORD3;
}; };
// //СТАТИЧЕСКАЯ ГЕОМЕТРИЯ
struct vs_in_geom struct vs_in_geom
{ {
half3 Position :POSITION0; half3 Position :POSITION0;
...@@ -90,19 +90,29 @@ struct vs_in_geom ...@@ -90,19 +90,29 @@ struct vs_in_geom
half3 Normal :NORMAL0; half3 Normal :NORMAL0;
}; };
// //АНИМАЦИОННАЯ МОДЕЛЬ
struct vs_in_anim
{
half3 Pos : POSITION0;
half2 Tex : TEXCOORD0;
half3 Norm : NORMAL0;
uint4 Bones : BLENDINDICES0;
half4 Weights : BLENDWEIGHT0;
};
//ВОДА
struct vs_out_water struct vs_out_water
{ {
half4 Position: POSITION; half4 Position: POSITION;
half2 Tex2: TEXCOORD0; // bump half2 Tex2: TEXCOORD0; //текстурные координаты для bump карты
half2 Tex3: TEXCOORD1; // du/dv half2 Tex3: TEXCOORD1; //текстурные координаты для du/dv карты
half4 Pos: TEXCOORD2; // ( ) half4 Pos: TEXCOORD2; //позиция (для расчета координат отражения)
half3 ViewDir: TEXCOORD3; half3 ViewDir: TEXCOORD3;
half2 TexUV: TEXCOORD4; // half2 TexUV: TEXCOORD4; //нормальные текстурные координаты для текстуры мусора
half3 Normal: TEXCOORD5; half3 Normal: TEXCOORD5;
}; };
// ( ) //ОБЩАЯ СТРУКТУРА ВЫДАВАЕМАЯ ВЕРШИННЫМ ШЕЙДЕРОМ (И ПЕРЕДАВАЕМАЯ В ПИКСЕЛЬНЫЙ)
struct vs_out_gcommon struct vs_out_gcommon
{ {
half4 Position :POSITION0; half4 Position :POSITION0;
...@@ -120,7 +130,7 @@ struct vs_out_refcube ...@@ -120,7 +130,7 @@ struct vs_out_refcube
half3 CubePPos :TEXCOORD3; half3 CubePPos :TEXCOORD3;
}; };
// MRT //СТРУКТУРА ВЫВОДА ВСЕХ ДАННЫХ ДЛЯ ОТЛОЖЕННОГО ОСВЕЩЕНИЯ ПРИ MRT
struct ps_out_ds_mrt struct ps_out_ds_mrt
{ {
half4 Color :COLOR0; half4 Color :COLOR0;
...@@ -129,7 +139,7 @@ struct ps_out_ds_mrt ...@@ -129,7 +139,7 @@ struct ps_out_ds_mrt
half4 Depth :COLOR3; half4 Depth :COLOR3;
}; };
// ( ps_out_ds_mrt) //СТРУКТУРА ВЫВОДА БАЗОВОЙ ИНФОМРАЦИИ ПРИ ПРОСЧЕТАХ ОСВЕЩЕНИЯ (ДАННЫЕ ИЗ ps_out_ds_mrt)
struct ps_out_com_lighting struct ps_out_com_lighting
{ {
half4 Amdient :COLOR0; half4 Amdient :COLOR0;
......
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