Files
PhysX4.1/physx/samples/sampleframework/media/shaders/vertex/turbulencesprites.cg
2025-11-28 23:13:44 +05:30

73 lines
2.5 KiB
Plaintext

#include <config.cg>
#include <globals.cg>
struct VertexOut
{
FragmentParameters params;
float4 screenSpacePosition : POSITION;
};
VertexOut vmain(__in(float4, localSpacePosition, POSITION)
__in_opt(half4, vertexColor, COLOR)
__in_opt(float3, localSpaceNormal, NORMAL)
__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
__in_opt(float4, vertexTexcoord0, TEXCOORD0)
__in_opt(float4, vertexTexcoord1, TEXCOORD1)
__in_opt(float4, vertexTexcoord2, TEXCOORD2)
__in_opt(float4, vertexTexcoord3, TEXCOORD3)
, __in(float3, instancePosition, TEXCOORD8)
, __in(float4, instanceVelocity, TEXCOORD9)
)
{
VertexOut vout;
float4x4 modelMatrix = g_modelMatrix;
/*
#if RENDERER_INSTANCED
modelMatrix = transpose(float4x4(float4(instanceNormalX, 0), float4(instanceNormalY, 0), float4(instanceNormalZ, 0), float4(instanceOffset, 1)));
#else
modelMatrix = g_modelMatrix;
#endif*/
float4 worldSpacePos = float4(0.05,0.05,0.05,1)*localSpacePosition.xyzw;//mul( modelMatrix, localSpacePosition);
worldSpacePos.xyz += instancePosition.xyz;
float4x4 vpm = mul(g_projMatrix, g_viewMatrix);
vout.screenSpacePosition = mul(vpm, worldSpacePos);
vout.params.worldSpacePosition = mul(modelMatrix, localSpacePosition).xyz;
vout.params.worldSpaceNormal = normalize(mul(modelMatrix, float4(localSpaceNormal, 0)).xyz);
vout.params.worldSpaceTangent = normalize(mul(modelMatrix, float4(localSpaceTangent.xyz, 0)).xyz);
vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceNormal, vout.params.worldSpaceTangent) * localSpaceTangent.w;
vout.params.texcoord0 = vertexTexcoord0;
vout.params.texcoord1 = vertexTexcoord1;
vout.params.texcoord2 = vertexTexcoord2;
#if !defined (RENDERER_WIN8ARM)
vout.params.texcoord3 = vertexTexcoord3;
#endif
/*
vout.params.color.xyz = saturate((instanceVelocity.xyz / float3(6,6,6)) + float3(1,1,1));
vout.params.color.w = 1;
if(instanceVelocity.w > 0.75)
vout.params.color *= float4(1,0,0,1);
else if(instanceVelocity.w > 0.5)
vout.params.color *= float4(1,0,1,1);
else if(instanceVelocity.w > 0.25)
vout.params.color *= float4(0,1,1,1);
else
vout.params.color *= float4(0,0,1,1);
*/
//simpler colors for debugging
vout.params.color.xyz = float3(1*instanceVelocity.w,0,0);
vout.params.color.w = 1;
return vout;
}