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water.vs [water fog fix skyloader]
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#include "common.h"
#include "common.h"
#include "shared\waterconfig.h"
#include "shared\waterconfig.h"
#include "shared\watermove.h"
#include "shared\watermove.h"
struct v_vert
struct v_vert
{
{
float4 P : POSITION; // (float,float,float,1)
float4 P : POSITION; // (float,float,float,1)
float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T : TANGENT;
float4 T : TANGENT;
float4 B : BINORMAL;
float4 B : BINORMAL;
float4 color : COLOR0; // (r,g,b,dir-occlusion)
float4 color : COLOR0; // (r,g,b,dir-occlusion)
float2 uv : TEXCOORD0; // (u0,v0)
float2 uv : TEXCOORD0; // (u0,v0)
};
};
struct vf
struct vf
{
{
float4 hpos : POSITION ;
float4 hpos : POSITION ;
float2 tbase : TEXCOORD0 ; // base
float2 tbase : TEXCOORD0 ; // base
float2 tnorm0 : TEXCOORD1 ; // nm0
float2 tnorm0 : TEXCOORD1 ; // nm0
float2 tnorm1 : TEXCOORD2 ; // nm1
float2 tnorm1 : TEXCOORD2 ; // nm1
half3 M1 : TEXCOORD3 ;
half3 M1 : TEXCOORD3 ;
half3 M2 : TEXCOORD4 ;
half3 M2 : TEXCOORD4 ;
half3 M3 : TEXCOORD5 ;
half3 M3 : TEXCOORD5 ;
half3 v2point : TEXCOORD6 ;
half3 v2point : TEXCOORD6 ;
#ifdef USE_SOFT_WATER
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
#ifdef NEED_SOFT_WATER
float4 tctexgen : TEXCOORD7 ;
float4 tctexgen : TEXCOORD7 ;
#endif // USE_SOFT_WATER
#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
#endif // NEED_SOFT_WATER
half4 c0 : COLOR0 ;
half4 c0 : COLOR0 ;
float fog : FOG ;
float fog : FOG ;
};
};
vf main(v_vert v)
vf main(v_vert v)
{
{
vf o;
vf o;
float4 P = v.P ; // world
float4 P = v.P ; // world
float3 NN = unpack_normal (v.N) ;
float3 NN = unpack_normal (v.N) ;
P = watermove (P) ;
P = watermove (P) ;
o.v2point = P-eye_position ;
o.v2point = P-eye_position ;
o.tbase = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
o.tbase = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc
o.tnorm0 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
o.tnorm0 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
o.tnorm1 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
o.tnorm1 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
// Calculate the 3x3 transform from tangent space to eye-space
// Calculate the 3x3 transform from tangent space to eye-space
// TangentToEyeSpace = object2eye * tangent2object
// TangentToEyeSpace = object2eye * tangent2object
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
float3 N = unpack_bx2(v.N); // just scale (assume normal in the -.5f, .5f)
float3 N = unpack_bx2(v.N); // just scale (assume normal in the -.5f, .5f)
float3 T = unpack_bx2(v.T); //
float3 T = unpack_bx2(v.T); //
float3 B = unpack_bx2(v.B); //
float3 B = unpack_bx2(v.B); //
float3x3 xform = mul ((float3x3)m_W, float3x3(
float3x3 xform = mul ((float3x3)m_W, float3x3(
T.x,B.x,N.x,
T.x,B.x,N.x,
T.y,B.y,N.y,
T.y,B.y,N.y,
T.z,B.z,N.z
T.z,B.z,N.z
));
));
// The pixel shader operates on the bump-map in [0..1] range
// The pixel shader operates on the bump-map in [0..1] range
// Remap this range in the matrix, anyway we are pixel-shader limited :)
// Remap this range in the matrix, anyway we are pixel-shader limited :)
// ...... [ 2 0 0 0]
// ...... [ 2 0 0 0]
// ...... [ 0 2 0 0]
// ...... [ 0 2 0 0]
// ...... [ 0 0 2 0]
// ...... [ 0 0 2 0]
// ...... [-1 -1 -1 1]
// ...... [-1 -1 -1 1]
// issue: strange, but it's slower :(
// issue: strange, but it's slower :(
// issue: interpolators? dp4? VS limited? black magic?
// issue: interpolators? dp4? VS limited? black magic?
// Feed this transform to pixel shader
// Feed this transform to pixel shader
o.M1 = xform [0];
o.M1 = xform [0];
o.M2 = xform [1];
o.M2 = xform [1];
o.M3 = xform [2];
o.M3 = xform [2];
float3 L_rgb = v.color.xyz; // precalculated RGB lighting
float3 L_rgb = v.color.xyz; // precalculated RGB lighting
float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere
float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere
float3 L_sun = v_sun(N)*v.color.w; // sun
float3 L_sun = v_sun(N)*v.color.w; // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
// L_final = v.N.w + L_ambient;
// L_final = v.N.w + L_ambient;
o.hpos = mul (m_VP, P); // xform, input in world coords
o.hpos = mul (m_VP, P); // xform, input in world coords
o.fog = saturate(calc_fogging (v.P));
o.fog = saturate(calc_fogging (v.P));
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o.c0 = float4 (L_final,
o.fog
);
o.c0 = float4 (L_final,
1
);
// Igor: for additional depth dest
// Igor: for additional depth dest
#ifdef USE_SOFT_WATER
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
#ifdef NEED_SOFT_WATER
o.tctexgen = mul( m_texgen, P);
o.tctexgen = mul( m_texgen, P);
float3 Pe = mul (m_V, P);
float3 Pe = mul (m_V, P);
o.tctexgen.z = Pe.z;
o.tctexgen.z = Pe.z;
#endif // USE_SOFT_WATER
#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
#endif // NEED_SOFT_WATER
return o;
return o;
}
}
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#include "common.h" #include "shared\waterconfig.h" #include "shared\watermove.h" struct v_vert { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float4 color : COLOR0; // (r,g,b,dir-occlusion) float2 uv : TEXCOORD0; // (u0,v0) }; struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER float4 tctexgen : TEXCOORD7 ; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER half4 c0 : COLOR0 ; float fog : FOG ; }; vf main(v_vert v) { vf o; float4 P = v.P ; // world float3 NN = unpack_normal (v.N) ; P = watermove (P) ; o.v2point = P-eye_position ; o.tbase = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc o.tnorm0 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0); o.tnorm1 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1); // Calculate the 3x3 transform from tangent space to eye-space // TangentToEyeSpace = object2eye * tangent2object // = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose) float3 N = unpack_bx2(v.N); // just scale (assume normal in the -.5f, .5f) float3 T = unpack_bx2(v.T); // float3 B = unpack_bx2(v.B); // float3x3 xform = mul ((float3x3)m_W, float3x3( T.x,B.x,N.x, T.y,B.y,N.y, T.z,B.z,N.z )); // The pixel shader operates on the bump-map in [0..1] range // Remap this range in the matrix, anyway we are pixel-shader limited :) // ...... [ 2 0 0 0] // ...... [ 0 2 0 0] // ...... [ 0 0 2 0] // ...... [-1 -1 -1 1] // issue: strange, but it's slower :( // issue: interpolators? dp4? VS limited? black magic? // Feed this transform to pixel shader o.M1 = xform [0]; o.M2 = xform [1]; o.M3 = xform [2]; float3 L_rgb = v.color.xyz; // precalculated RGB lighting float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere float3 L_sun = v_sun(N)*v.color.w; // sun float3 L_final = L_rgb + L_hemi + L_sun + L_ambient; // L_final = v.N.w + L_ambient; o.hpos = mul (m_VP, P); // xform, input in world coords o.fog = saturate(calc_fogging (v.P)); o.c0 = float4 (L_final,o.fog); // Igor: for additional depth dest #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER o.tctexgen = mul( m_texgen, P); float3 Pe = mul (m_V, P); o.tctexgen.z = Pe.z; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER return o; }
更改后文本
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#include "common.h" #include "shared\waterconfig.h" #include "shared\watermove.h" struct v_vert { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float4 color : COLOR0; // (r,g,b,dir-occlusion) float2 uv : TEXCOORD0; // (u0,v0) }; struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER float4 tctexgen : TEXCOORD7 ; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER half4 c0 : COLOR0 ; float fog : FOG ; }; vf main(v_vert v) { vf o; float4 P = v.P ; // world float3 NN = unpack_normal (v.N) ; P = watermove (P) ; o.v2point = P-eye_position ; o.tbase = unpack_tc_base (v.uv,v.T.w,v.B.w); // copy tc o.tnorm0 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0); o.tnorm1 = watermove_tc (o.tbase*W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1); // Calculate the 3x3 transform from tangent space to eye-space // TangentToEyeSpace = object2eye * tangent2object // = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose) float3 N = unpack_bx2(v.N); // just scale (assume normal in the -.5f, .5f) float3 T = unpack_bx2(v.T); // float3 B = unpack_bx2(v.B); // float3x3 xform = mul ((float3x3)m_W, float3x3( T.x,B.x,N.x, T.y,B.y,N.y, T.z,B.z,N.z )); // The pixel shader operates on the bump-map in [0..1] range // Remap this range in the matrix, anyway we are pixel-shader limited :) // ...... [ 2 0 0 0] // ...... [ 0 2 0 0] // ...... [ 0 0 2 0] // ...... [-1 -1 -1 1] // issue: strange, but it's slower :( // issue: interpolators? dp4? VS limited? black magic? // Feed this transform to pixel shader o.M1 = xform [0]; o.M2 = xform [1]; o.M3 = xform [2]; float3 L_rgb = v.color.xyz; // precalculated RGB lighting float3 L_hemi = v_hemi(N)*v.N.w; // hemisphere float3 L_sun = v_sun(N)*v.color.w; // sun float3 L_final = L_rgb + L_hemi + L_sun + L_ambient; // L_final = v.N.w + L_ambient; o.hpos = mul (m_VP, P); // xform, input in world coords o.fog = saturate(calc_fogging (v.P)); o.c0 = float4 (L_final,1); // Igor: for additional depth dest #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER o.tctexgen = mul( m_texgen, P); float3 Pe = mul (m_V, P); o.tctexgen.z = Pe.z; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER return o; }
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