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Full Template for ticket #1
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Templates/Full/game/shaders/common/wavesP.hlsl
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Templates/Full/game/shaders/common/wavesP.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#define IN_HLSL
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#include "shdrConsts.h"
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//-----------------------------------------------------------------------------
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// Data
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//-----------------------------------------------------------------------------
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struct v2f
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{
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float4 HPOS : POSITION;
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float2 TEX0 : TEXCOORD0;
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float4 tangentToCube0 : TEXCOORD1;
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float4 tangentToCube1 : TEXCOORD2;
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float4 tangentToCube2 : TEXCOORD3;
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float4 lightVec : TEXCOORD4;
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float3 pixPos : TEXCOORD5;
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float3 eyePos : TEXCOORD6;
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};
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struct Fragout
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{
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float4 col : COLOR0;
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};
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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Fragout main(v2f IN,
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uniform sampler2D diffMap : register(S0),
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uniform sampler2D bumpMap : register(S2),
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uniform samplerCUBE cubeMap : register(S1),
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uniform float4 specularColor : register(PC_MAT_SPECCOLOR),
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uniform float specularPower : register(PC_MAT_SPECPOWER),
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uniform float4 ambient : register(PC_AMBIENT_COLOR),
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uniform float accumTime : register(PC_ACCUM_TIME)
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)
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{
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Fragout OUT;
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float2 texOffset;
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float sinOffset1 = sin( accumTime * 1.5 + IN.TEX0.y * 6.28319 * 3.0 ) * 0.03;
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float sinOffset2 = sin( accumTime * 3.0 + IN.TEX0.y * 6.28319 ) * 0.04;
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texOffset.x = IN.TEX0.x + sinOffset1 + sinOffset2;
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texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05;
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float4 bumpNorm = tex2D( bumpMap, texOffset ) * 2.0 - 1.0;
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float4 diffuse = tex2D( diffMap, texOffset );
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OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient);
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float3 eyeVec = normalize(IN.eyePos - IN.pixPos);
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float3 halfAng = normalize(eyeVec + IN.lightVec.xyz);
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float specular = saturate( dot(bumpNorm, halfAng) ) * IN.lightVec.w;
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specular = pow(abs(specular), specularPower);
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OUT.col += specularColor * specular;
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return OUT;
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}
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