mh ich weiß leider nicht wlchen ich posten soll, dann nehm ich mal beiden sachen einmal die .wdl und einmal die .fx
Code:
bind <watershader.fx>;
var index;
var counter;
define amplitude skill1;
define water_speed skill25;
define number_of_vertices 1089;//(33x33 vertices) amount of vertices in your water-terrain (see AUM 34 how to make a weaving water-terrain, make sure the water-terrain has 2 "empty" skins), http://aum.conitec.net/)
var vertex_array [1089];
var d3d_automaterial=1;
function init_detail_mapping()
{
bmap_to_mipmap(mtl.skin1);
d3d_automaterial=2;
}
bmap water_cube=<cubemap+6.tga>;//this is the skycube that is reflectet by the water
bmap water_bump=<waterbump5.tga>;
function mtl_water_init()
{
bmap_to_cubemap(bmap_to_mipmap(mtl.skin2));
bmap_to_mipmap(mtl.Skin1);
}
/////////////////////////////////////////////////////////////////////////////////
// The material definition used in the watershader
//
material wave1
{
skin1=water_bump;
skin2=water_cube;
flags=tangent;
event = mtl_water_init;
}
var ShaderCount;
//////////////////////////////////////////////////////////////////////////////////
// The action to assign to the water terrain, basically it is the wave code with
// the material used in the shader assigned to the water terrain
//
Action WaterShader
{
my.material = wave1; /// **** THIS MAKES THE TERRAIN USE STEEMPIPE'S WATER SHADER CODE, THAT'S ALL THERE WAS TO IT ///
my.scale_x=14; /// **** RESIZE THE WATER TERRRAIN MATRIX IF YOU DESIRE
my.scale_y=14;
my.transparent=off; /// **** SEE THRU IT OR NOT WHATEVER
my.nofog = off; /// **** FOG SEEMS TO WORK WITH THIS SHADER IF U WANT IT... COOL
// **** SETTING UP FOR THE WAVES
if (my.amplitude == 0)
{
my.amplitude = 0.2; // default wave amplitude value
}
if (my.water_speed == 0)
{
my.water_speed =6; // default wave speed value
}
while (counter < number_of_vertices)
{
vertex_array[counter] = random(360); // set random values in vertex_array
counter += 1;
}
while(1) // **** MAKE WAVES ALL THE TIME
{
my.skill41=float(ShaderCount);
my.skill42=float(0);
my.skill43=float(0);
my.skill44=float(0);
ShaderCount += 0.00000; // ******* AFFECT SPEED OF WAVE MOVEMENT HERE
index = 0;
my.u += 0.05*time;
my.v += 0.05*time;
wait (1);
while (index < number_of_vertices)
{
vec_for_mesh(temp, my, index); // store the vertex coordinates in temp
temp.z = sin(counter + vertex_array[index]) * my.amplitude; // change the z component
vec_to_mesh(temp, my, index); // deform the terrain entity
index += 1;
}
counter += my.water_speed * time;
wait(1);
}
}
//////////////////////////////////////////////////////////////////////////////////////
// **** Load the effect file if pixelshader version
// is better then 1.1.
// If not, then exit the Engine.
function load_water_fx()
{
if (d3d_shaderversion >= 1111)
{
effect_load(wave1,"watershader.fx");//links on the external fx-file
wait(5);
return;
}
else
{
wait(5);
exit;
}
}
und hier die fx datei Code:
/******************************************************
Water Shader for 3DGameStudio
By: Eric Hendrickson-Lambert (Steempipe)
v11.08.04.1
11/08/04: Cleaned up code for release.
Note: Pixelshader1.1 & DX9.00c Runtimes needed.
It will take experimenting with
scaling, shifting, etc~ depending on
what normalmap is used. The ripple
code is still in very early stages.
-See the main WDL for loading the material effect
and the d3d_shaderversion function.
If used, credit would be nice... these take alot
of time to work out. Thanks.
******************************************************/
float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matWorldView;
float3 vecViewPos;
float3 vecSkill41;
float4 vecFog;
float RippleScale = 0.20;
Texture mtlSkin1; // Normalmap
Texture mtlSkin2; // Cubemap
sampler s_Bump = sampler_state
{
Texture = (mtlSkin1);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler s_Cube = sampler_state
{
Texture = (mtlSkin2);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
struct VS_IN
{
float4 Pos: POSITION;
float3 Normal: NORMAL;
float2 Bump: TEXCOORD0;
float3 Tangent : TEXCOORD1;
};
struct VS_OUT
{
float4 Pos: POSITION;
float Fog: FOG;
float2 Bump: TEXCOORD0;
float4 TanToCube0: TEXCOORD1;
float4 TanToCube1: TEXCOORD2;
float4 TanToCube2: TEXCOORD3;
};
VS_OUT WaterBump_VS(VS_IN IN)
{
VS_OUT Out;
Out.Pos = mul(IN.Pos, matWorldViewProj);
////////////////////////////////////////////////////////////////////////////////
// Ripple Test #1
//
//Out.Bump= (IN.Bump.xy * RippleScale) + (IN.Bump.xy += (vecSkill41.x * 0.02));
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Ripple Test #2
//
//float cos_x = cos(RippleScale * vecSkill41.x);
//float sin_y = sin(RippleScale * vecSkill41.x);
//Out.Bump = float2(IN.Bump.x+cos_x, IN.Bump.y-sin_y);
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Ripple Test #3
//
float cos_x=cos(vecSkill41);
float sin_y = sin(vecSkill41);
Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*15;
float3x3 ObjToTan;
ObjToTan[0] = RippleScale * IN.Tangent;
ObjToTan[1] = RippleScale * cross(IN.Tangent, IN.Normal);
ObjToTan[2] = IN.Normal;
Out.TanToCube0.xyz = mul(ObjToTan, matWorld[0].xyz);
Out.TanToCube1.xyz = mul(ObjToTan, matWorld[1].xyz);
Out.TanToCube2.xyz = mul(ObjToTan, matWorld[2].xyz);
float3 PositionWorld = mul(IN.Pos, matWorld);
float3 ViewerDir = normalize(vecViewPos - PositionWorld);
Out.TanToCube0.w = ViewerDir.x;
Out.TanToCube1.w = ViewerDir.y;
Out.TanToCube2.w = ViewerDir.z;
float ofog = 1 - (distance(PositionWorld, vecViewPos) - vecFog.x) * vecFog.z;
Out.Fog = ofog;
return Out;
}
technique WaterBump
{
pass One
{
Sampler[0] = (s_Bump);
//Sampler[1] = (s_Cube);
//Sampler[2] = (s_Cube);
Sampler[3] = (s_Cube);
AlphaBlendEnable = True;
ZwriteEnable = True;
ZEnable = True;
// Main point is that pixelShaderConstant 'W' will control
// the alpha tranparency. The XYZ will adjust
// some coloring.
PixelShaderConstant[0] = {0.90,0.99,0.99,0.70}; // x, y, z, w
VertexShader = compile vs_1_1 WaterBump_VS();
PixelShader =
asm
{
ps.1.1
tex t0 // Normalmap
texm3x3pad t1, t0_bx2
texm3x3pad t2, t0_bx2
texm3x3vspec t3, t0_bx2
mul r0, t3, c0
};
}
}
PAS