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Water #40147
01/27/05 03:46
01/27/05 03:46
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP
Serious User
VeT  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
I have script:

MATERIAL mat_oceanwater
{
flags = tangent;

effect
"
matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

texture entSkin1; //first skin is a water texture
texture entSkin2; //second skin is a normalmap
texture entSkin3; //third skin is a texture with blue colors

vector vecSkill41;

technique oceanwater
{
pass p0
{
Texture[0] = <entSkin2>;
Texture[1] = <entSkin2>;
Texture[2] = <entSkin1>;
Texture[3] = <entSkin3>;

VertexShaderConstant[0]={0f,0.5f,1f,2f};
VertexShaderConstant[1]={0.85f,1.7f,3.14f,6.28f};
VertexShaderConstant[2]={0f,0f,0f,0f};
VertexShaderConstant[3]={0.5f,-0.04167f,0.00139f,-0.00002f};
VertexShaderConstant[4]=<matWorldViewProj>;
VertexShaderConstant[8]={0f,0f,0f,1f};
VertexShaderConstant[9]={0f,0f,0f,1f};
VertexShaderConstant[10]={0.98f,0.003f,0f,0f};
VertexShaderConstant[11]={0f,0f,0f,0f};
VertexShaderConstant[12]={0f,0.2f,0f,0f};
VertexShaderConstant[13]={0.45f,0.1f,0.221f,0.04f};
VertexShaderConstant[14]={6.22f,-2.2f,0.55f,2.12f};
VertexShaderConstant[15]={4f,-2.33f,2.5f,0f};
VertexShaderConstant[16]=<vecSkill41>;
VertexShaderConstant[18]={0.1f,0.1f,0.1f,0.1f};
VertexShaderConstant[19]={0.05f,0.055f,0f,1f};
VertexShaderConstant[90]={1f,0f,0f,0f}; //damit oFog gefüllt ist

PixelShaderConstant[1]={0.129f,0.415f,0.864f,0.839f};

VertexShader =
decl
{
stream 0;
float v0[3]; //Position
float v3[3]; //Normal
float v7[3]; //Textur Koordinaten 0
float v8[3]; //Textur Koordinaten 0
}
asm
{
vs.1.1

mul r0, c14, v7.x
mad r0, c15, v7.y, r0

mov r1, c16.x // time...
mad r0, r1, c13, r0 // add scaled time to move bumps according to freq
add r0, r0, c12 // starting time offset
frc r0.xy, r0 // take frac of all 4 components
frc r1.xy, r0.zwzw //
mov r0.zw, r1.xyxy //

mul r0, r0, c10.x // mul by fixup (due to inaccuracy)
sub r0, r0, c0.y // subtract 0.5
mul r0, r0, c1.w // mul tex coords by 2pi (coords range from -pi to pi)

mul r5, r0, r0 // (wave vec)^2
mul r1, r5, r0 // (wave vec)^3
mul r6, r1, r0 // (wave vec)^4
mul r2, r6, r0 // (wave vec)^5
mul r7, r2, r0 // (wave vec)^6
mul r3, r7, r0 // (wave vec)^7
mul r8, r3, r0 // (wave vec)^8

mad r4, r1, c2.y, r0 // (wave vec) ((wave vec)^3)/3!
mad r4, r2, c2.z, r4 // + ((wave vec)^5)/5!
mad r4, r3, c2.w, r4 // ((wave vec)^7/7!

mov r0, c0.z // 1
mad r5, r5, c3.x, r0 // -(wave vec)^2/2!
mad r5, r6, c3.y, r5 // +(wave vec)^4/4!
mad r5, r7, c3.z, r5 // -(wave vec)^6/6!
mad r5, r8, c3.w, r5 // +(wave vec)^8/8!

sub r0, c0.z, c0.x //... 1-wave scale
mul r4, r4, r0 // scale sin
mul r5, r5, r0 // scale cos

dp4 r0, r4, c11 // mul by wave heights

mul r0.xyz, v3, r0 // mul wave mag at this vertex by normal
add r0.xyz, r0, v0 // add to position
mov r0.w, c0.z // homogenous component

m4x4 oPos, r0, c4 // Outpos = ObjSpace * World-view-proj matrix

mul r1, r5, c11 // cos * wave height
dp4 r9.x, -r1, c14 // normal x offset
dp4 r9.yzw, -r1, c15 // normal y offset and tangent offset
mov r5, v3 // starting normal
mad r5.xy, r9, c10.y, r5 //warped normal move nx, ny according to
// cos*wavedir*waveheight
mov r4, v8 // tangent
mad r4.z, -r9.x, c10.y, r4.z // warped tangent vector

dp3 r10.x, r5, r5 // normalize the normal
rsq r10.y, r10.x
mul r5, r5, r10.y

dp3 r10.x, r4, r4 // normalize the tangent
rsq r10.y, r10.x
mul r4, r4, r10.y

mul r3, r4.yzxw, r5.zxyw // xprod to find binormal
mad r3, r4.zxyw, -r5.yzxw, r3


mov r6, c8 // get eye pos into object space
m4x4 r2, r6, c20

sub r2, r2, r0 // find view vector

dp3 r10.x, r2, r2 // normalize view vector
rsq r10.y, r10.x
mul r2, r2, r10.y

mov r0, c16.x
mul r0, r0, c18.xyxy
frc r0.xy, r0 // frac of incoming time
add r0, v7, r0 // add time to tex coords
mov oT0, r0 // output tex coords

mov r0, c16.x
mul r0, r0, c18.zwzw
frc r0.xy, r0 // frac of incoming time
add r0, v7, r0 // add time to tex coords
mov oT1, r0.yxzw // output distorted tex coord1

mov oT2, r2 // pass in view vector (world space)
mov oT3, r3 // tangent
mov oT4, r4 // binormal
mov oT5, r5 // normal
mov oFog,c90
};
pixelshader=
asm
{
ps.1.4

def c0, 0.5, 0.5, 0.5, 1.0;

texld r0, t0 // bump map 0
texld r1, t1 // bump map 1
texcrd r2.rgb, t2 // view vec
texcrd r3.rgb, t3 // tangent
texcrd r4.rgb, t4 // binormal
texcrd r5.rgb, t5 // normal

add_d4 r0.xy, r0_bx2, r1_bx2 // scaled avg of 2 bumpmap xy offsets

mul r1.rgb, r0.x, r3 // put bump maps into world space
mad r1.rgb, r0.y, r4, r1
mad r1.rgb, r0.z, r5, r1

dp3 r0.rgb, r1, r2 // V.N
mad r2.rgb, r1, r0_x2, -r2 // R = 2N(V.N)-V

mov_sat r0.rgb, r0_x2 // 2 * V.N (sample over range of 1D map)

phase

texld r2, r2 // env map
texld r3, r0 // index frenel map using 2*N.V

mul r2.rgb, r2, r2 // square env map
+mul r2.a, r2.g, r2.g // use green of env as specular
mul r2.rgb, r2, 1-r0.r // fresnel term
+mul r2.a, r2.a, r2.a // specular ^4

add_d4_sat r2.rgb, r2, r3_x2 // += water color
+mul r2.a, r2.a, r2.a // specular ^8

mad_sat r0, r2.a, c1, r2
};
}
}

technique fallback
{
pass p0
{
TEXTURE[0] = <entSkin1>;
COLOROP[0] = modulate;
}
}
";
}

var count;

ACTION water_fx
{
my.material = mat_oceanwater;
while(1)
{
my.skill41=float(count);
my.skill42=float(0);
my.skill43=float(0);
my.skill44=float(0);
count += 0.005*time;
wait(1);
}
}

but why water i look like spider?


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Water [Re: VeT] #40148
01/28/05 04:38
01/28/05 04:38
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
In Antwort auf:

I have script:
but why water i look like spider?




I don't know why you look like a spider.

Could you reask your question?

Re: Water [Re: Joey] #40149
01/28/05 05:15
01/28/05 05:15
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
.........and a screenshot.

Re: Water [Re: Joey] #40150
01/28/05 23:34
01/28/05 23:34
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
Quote:

Quote:

I have script:
but why water i look like spider?




I don't know why you look like a spider.

Could you reask your question?




<LOLLL you like like spider..


You should pay attention on texture to use... and script need to be appropiate.. That happened to me too

Re: Water [Re: MMike] #40151
01/29/05 02:57
01/29/05 02:57
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP
Serious User
VeT  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Cant you understand that i mean not I but IT ?????????

Texture lies not right and i dont know why


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Water [Re: VeT] #40152
01/29/05 08:16
01/29/05 08:16
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
As Steempipe says, a pic/screenshot is needed to get an idea what sort of problem happened.

Can't you upload a picture of it?

Maybe, your water is not seemless? Just a guess.

Re: Water [Re: Pappenheimer] #40153
01/31/05 00:43
01/31/05 00:43
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP
Serious User
VeT  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Okay how to place there a screenshot?(stupid question)


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Water [Re: VeT] #40154
01/31/05 01:02
01/31/05 01:02
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Do you have webspace, or a homepage? There you have to upload a picture. Make sure it is small. Jpg, Gif and Png are doing the job. Under the space where you write your post in, there is Instant UBB Code, choose Image, and fill in the URL of your picture.

Re: Water [Re: Pappenheimer] #40155
02/01/05 03:55
02/01/05 03:55
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP
Serious User
VeT  Offline OP
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Thats the problem that i havent website ( and i dont need it, if say trooth)


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Water [Re: VeT] #40156
02/01/05 04:19
02/01/05 04:19
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
Hi VeT,

You can send me this picture and i will put he in my webspace
I also want see what is happening with this "water-spider"


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