forked from teamnwah/openmw-tes3coop
simple water without shaders that uses original MW textures
parent
c1693a0c63
commit
b3a186e729
@ -1,13 +1,11 @@
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project(resources)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Examples-Water.material "${OpenMW_BINARY_DIR}/resources/water/Examples-Water.material" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.material "${OpenMW_BINARY_DIR}/resources/water/water.material" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/WaterNormal1.tga "${OpenMW_BINARY_DIR}/resources/water/WaterNormal1.tga" COPYONLY)
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@ -1,116 +0,0 @@
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// Vertex program for fresnel reflections / refractions
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void main_vp(
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float4 pos : POSITION,
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float4 normal : NORMAL,
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float2 tex : TEXCOORD0,
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out float4 oPos : POSITION,
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out float3 noiseCoord : TEXCOORD0,
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out float4 projectionCoord : TEXCOORD1,
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out float3 oEyeDir : TEXCOORD2,
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out float3 oNormal : TEXCOORD3,
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uniform float4x4 worldViewProjMatrix,
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uniform float3 eyePosition, // object space
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uniform float timeVal,
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uniform float scale, // the amount to scale the noise texture by
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uniform float scroll, // the amount by which to scroll the noise
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uniform float noise // the noise perturb as a factor of the time
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)
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{
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oPos = mul(worldViewProjMatrix, pos);
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// Projective texture coordinates, adjust for mapping
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float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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0,-0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1);
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projectionCoord = mul(scalemat, oPos);
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// Noise map coords
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noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
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noiseCoord.z = noise * timeVal;
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oEyeDir = normalize(pos.xyz - eyePosition);
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oNormal = normal.rgb;
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}
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// Fragment program for distorting a texture using a 3D noise texture
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void main_fp(
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float3 noiseCoord : TEXCOORD0,
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float4 projectionCoord : TEXCOORD1,
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float3 eyeDir : TEXCOORD2,
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float3 normal : TEXCOORD3,
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out float4 col : COLOR,
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uniform float4 tintColour,
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uniform float noiseScale,
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uniform float fresnelBias,
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uniform float fresnelScale,
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uniform float fresnelPower,
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uniform sampler2D waterTex : register(s0),
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uniform sampler2D noiseMap : register(s1),
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uniform sampler2D reflectMap : register(s2),
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uniform sampler2D refractMap : register(s3)
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)
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{
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// Do the tex projection manually so we can distort _after_
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float2 final = projectionCoord.xy / projectionCoord.w;
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// Noise
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float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale;
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final += noiseNormal.xz;
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// Fresnel
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//normal = normalize(normal + noiseNormal.xz);
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float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
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// Reflection / refraction
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float4 reflectionColour = tex2D(reflectMap, final);
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float4 refractionColour = tex2D(refractMap, final) + tintColour;
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// Final colour
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col = lerp(refractionColour, reflectionColour, fresnel) * tex2D(waterTex, noiseNormal) / 3 ;
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}
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// Old version to match ATI PS 1.3 implementation
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void main_vp_old(
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float4 pos : POSITION,
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float4 normal : NORMAL,
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float2 tex : TEXCOORD0,
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out float4 oPos : POSITION,
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out float fresnel : COLOR,
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out float3 noiseCoord : TEXCOORD0,
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out float4 projectionCoord : TEXCOORD1,
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uniform float4x4 worldViewProjMatrix,
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uniform float3 eyePosition, // object space
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uniform float fresnelBias,
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uniform float fresnelScale,
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uniform float fresnelPower,
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uniform float timeVal,
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uniform float scale, // the amount to scale the noise texture by
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uniform float scroll, // the amount by which to scroll the noise
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uniform float noise // the noise perturb as a factor of the time
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)
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{
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oPos = mul(worldViewProjMatrix, pos);
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// Projective texture coordinates, adjust for mapping
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float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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0,-0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1);
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projectionCoord = mul(scalemat, oPos);
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// Noise map coords
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noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
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noiseCoord.z = noise * timeVal;
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// calc fresnel factor (reflection coefficient)
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float3 eyeDir = normalize(pos.xyz - eyePosition);
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fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
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}
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@ -1,72 +0,0 @@
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ps.1.4
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// conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
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// command line args: -profile arbfp1 -entry main_fp
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// program main_fp
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// c0 : distortionRange
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// c1 : tintColour
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// testure 0 : noiseMap
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// texture 1 : reflectMap
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// texture 2 : refractMap
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// v0.x : fresnel
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// t0.xyz : noiseCoord
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// t1.xyw : projectionCoord
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def c2, 2, 1, 0, 0
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// Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
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// arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
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// sample noise map using noiseCoord in TEX unit 0
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texld r0, t0.xyz
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// get projected texture coordinates from TEX coord 1
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// will be used in phase 2
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texcrd r1.xy, t1_dw.xyw
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mov r1.z, c2.y
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// Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
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// arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
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// arbfp1: TEX R1.x, R1, texture[0], 3D;
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// arbfp1: MOV R0.y, R1.x;
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// Cg: distort = (distort * 2 - 1) * distortionRange;
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// arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
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// arbfp1: MUL R0.xy, R0, u0.x;
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// (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
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// Cg: final = projectionCoord.xy / projectionCoord.w;
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// Cg: final += distort;
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// arbfp1: RCP R0.w, fragment.texcoord[1].w;
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// arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
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// final = (distort * projectionCoord.w) + projectionCoord.xy
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// for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
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mad r0.xyz, r0_bx2, c0.x, r1
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phase
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// do dependant texture reads
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// Cg: reflectionColour = tex2D(reflectMap, final);
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// arbfp1: TEX R0, R0, texture[1], 2D;
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// sampe reflectMap using dependant read : texunit 1
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texld r1, r0.xyz
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// Cg: refractionColour = tex2D(refractMap, final) + tintColour;
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// arbfp1: TEX R1, R0, texture[2], 2D;
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// sample refractMap : texunit 2
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texld r2, r0.xyz
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// adding tintColour that is in global c1
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// arbfp1: ADD R1, R1, u1;
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add r2, r2, c1
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// Cg: col = lerp(refractionColour, reflectionColour, fresnel);
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// arbfp1: ADD R0, R0, -R1;
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// arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
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lrp r0, v0.x, r1, r2
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@ -1,149 +0,0 @@
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vertex_program Water/GlassVP cg
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{
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source GlassVP.cg
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entry_point glass_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto worldViewProj worldviewproj_matrix
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}
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}
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fragment_program Water/GlassFP cg
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{
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source GlassFP.cg
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entry_point main_ps
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profiles ps_2_0 arbfp1
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}
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material Water/Compositor
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{
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technique
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{
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pass
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{
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depth_check off
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vertex_program_ref Water/GlassVP
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{
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param_named_auto timeVal time 0.25
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param_named scale float 0.1
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}
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fragment_program_ref Water/GlassFP
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{
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param_named tintColour float4 0 0.35 0.35 1
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}
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texture_unit RT
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{
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tex_coord_set 0
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tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture WaterNormal1.tga 2d
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tex_coord_set 1
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//tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture caustic_0.png 2d
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tex_coord_set 2
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//tex_address_mode clamp
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filtering linear linear linear
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}
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}
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}
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}
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vertex_program Water/RefractReflectVP cg
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{
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source Example_Fresnel.cg
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entry_point main_vp
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profiles vs_1_1 arbvp1
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}
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vertex_program Water/RefractReflectVPold cg
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{
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source Example_Fresnel.cg
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entry_point main_vp_old
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profiles vs_1_1 arbvp1
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}
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fragment_program Water/RefractReflectFP cg
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{
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source Example_Fresnel.cg
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entry_point main_fp
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// sorry, ps_1_1 and fp20 can't do this
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profiles ps_2_0 arbfp1
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}
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fragment_program Water/RefractReflectPS asm
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{
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source Example_FresnelPS.asm
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// sorry, only for ps_1_4 :)
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syntax ps_1_4
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}
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material Examples/Water0
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{
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technique
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{
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pass
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{
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//
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depth_write off
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vertex_program_ref Water/RefractReflectVP
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{
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param_named_auto worldViewProjMatrix worldviewproj_matrix
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param_named_auto eyePosition camera_position_object_space
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param_named_auto timeVal time 0.15
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param_named scroll float 1
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param_named scale float 1
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param_named noise float 1
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// scroll and noisePos will need updating per frame
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}
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fragment_program_ref Water/RefractReflectFP
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{
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param_named fresnelBias float -0.1
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param_named fresnelScale float 0.8
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param_named fresnelPower float 20
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param_named tintColour float4 1 1 1 1
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param_named noiseScale float 0.05
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}
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// Water
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scene_blend alpha_blend
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texture_unit
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{
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// Water texture
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texture Water02.jpg
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// min / mag filtering, no mip
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filtering linear linear none
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alpha_op_ex source1 src_manual src_current 0.9
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}
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// Noise
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texture_unit
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{
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alpha_op_ex source1 src_manual src_current 0.9
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// Perlin noise volume
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texture waves2.dds
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// min / mag filtering, no mip
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filtering linear linear none
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}
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}
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}
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}
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Binary file not shown.
Before Width: | Height: | Size: 182 KiB After Width: | Height: | Size: 227 KiB |
@ -0,0 +1,62 @@
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vertex_program Water/GlassVP cg
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{
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source GlassVP.cg
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entry_point glass_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto worldViewProj worldviewproj_matrix
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}
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}
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fragment_program Water/GlassFP cg
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{
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source GlassFP.cg
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entry_point main_ps
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profiles ps_2_0 arbfp1
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}
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material Water/Compositor
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{
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technique
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{
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pass
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{
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depth_check off
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vertex_program_ref Water/GlassVP
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{
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param_named_auto timeVal time 0.25
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param_named scale float 0.1
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}
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fragment_program_ref Water/GlassFP
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{
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param_named tintColour float4 0 0.35 0.35 1
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}
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texture_unit RT
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{
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tex_coord_set 0
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tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture WaterNormal1.tga 2d
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tex_coord_set 1
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//tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture caustic_0.png 2d
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tex_coord_set 2
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//tex_address_mode clamp
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filtering linear linear linear
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}
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}
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}
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}
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