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ripple.vsh
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2001-10-08
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72 lines
; Constants:
;
; c0-c3 - View+Projection matrix
;
; c4.x - time
; c4.y - 0
; c4.z - 0.5
; c4.w - 1.0
;
; c7.x - pi
; c7.y - 1/2pi
; c7.z - 2pi
; c7.w - 0.05
;
; c10 - first 4 taylor coefficients for sin(x)
; c11 - first 4 taylor coefficients for cos(x)
; vertex shader version 1.0
vs.1.0
; Decompress position
mov r0.x, v0.x
mov r0.y, c4.w ; 1
mov r0.z, v0.y
mov r0.w, c4.w ; 1
; Compute theta from distance and time
mov r4.xz, r0 ; xz
mov r4.y, c4.y ; y = 0
dp3 r4.x, r4, r4 ; d2
rsq r4.x, r4.x
rcp r4.x, r4.x ; d
mul r4.xyz, r4, c4.x ; scale by time
; Clamp theta to -pi..pi
add r4.x, r4.x, c7.x
mul r4.x, r4.x, c7.y
frc r4.xy, r4.x
mul r4.x, r4.x, c7.z
add r4.x, r4.x,-c7.x
; Compute first 4 values in sin and cos series
mov r5.x, c4.w ; d^0
mov r4.x, r4.x ; d^1
mul r5.y, r4.x, r4.x ; d^2
mul r4.y, r4.x, r5.y ; d^3
mul r5.z, r5.y, r5.y ; d^4
mul r4.z, r4.x, r5.z ; d^5
mul r5.w, r5.y, r5.z ; d^6
mul r4.w, r4.x, r5.w ; d^7
mul r4, r4, c10 ; sin
dp4 r4.x, r4, c4.w
mul r5, r5, c11 ; cos
dp4 r5.x, r5, c4.w
; Set color
add r5.x, -r5.x, c4.w ; + 1.0
mul oD0, r5.x, c4.z ; * 0.5
; Scale height
mul r0.y, r4.x, c7.w
; Transform position
dp4 oPos.x, r0, c0
dp4 oPos.y, r0, c1
dp4 oPos.z, r0, c2
dp4 oPos.w, r0, c3