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!!ARBvp1.0
# Vertex Program for lit, skinned avatars

# Parameters
PARAM gMat[45]		= { program.env[0..44] };
PARAM gEmbossScale	= program.env[63];
PARAM gWindDir		= program.env[60];								# wind direction with strength stored in w
PARAM gSinWaveParams = program.env[61];								# frequency, frequency2, frequency, phase
PARAM gGravity		= program.env[62];
PARAM gMinMaxConstants = {1.0, 0.166666, 0.0083143, .00018542};	#minimax-generated coefficients
PARAM gPiConstants	= {0.159154943, 6.28318530, 3.141592653, 1.5707963};	# {1/2PI, 2PI, PI, PI/2}
PARAM gProj[4]		= { state.matrix.projection };		
PARAM gModelAmbient	= state.lightmodel.ambient;
PARAM gMaterialDiffuse = state.material.diffuse;
PARAM gLightDir0     = state.light[0].position;
PARAM gDiffuseCol0   = state.light[0].diffuse;
PARAM gLightDir1     = state.light[1].position;
PARAM gDiffuseCol1   = state.light[1].diffuse;
PARAM gLightPos2     = state.light[2].position;
PARAM gDiffuseCol2   = state.light[2].diffuse;
PARAM gLightPos3     = state.light[3].position;
PARAM gDiffuseCol3   = state.light[3].diffuse;

# Per vertex inputs
ATTRIB iPos			= vertex.position;
ATTRIB iNormal      = vertex.normal;
ATTRIB iTex0		= vertex.texcoord[0];
ATTRIB iTex1		= vertex.texcoord[1];
ATTRIB iWeight		= vertex.attrib[1];
ATTRIB iClothing	= vertex.attrib[4];
ATTRIB iBinormal	= vertex.attrib[6];

# Temporaries
TEMP blendMatX;
TEMP blendMatY;
TEMP blendMatZ;
TEMP blendPos;													# weighted sum of tpos0 and tpos1
TEMP blendNorm;													# weighted sum of eyeNormal0 and eyeNormal1
TEMP blendBinorm;												# result of skinned binormal
TEMP temp0;															
TEMP temp1;														# another general purpose temp
TEMP temp2;

ALIAS blendTangent  = temp2;									# result of skinned tangent

ALIAS colorAcc		= temp0;
ALIAS offsetPos		= temp1;
ALIAS dots			= temp1;										# dot product for lighting calculations	
ALIAS scaledWeight	= temp0;										# vertex weight as decoded from input weight	
ALIAS divisor		= temp2;
ALIAS sinWave		= temp0;
ALIAS windEffect	= temp2;
ALIAS lightDir		= blendMatX;

ADDRESS address;

# Outputs
OUTPUT oPos			= result.position;								# position
OUTPUT oCol0		= result.color;									# primary color
OUTPUT oTex0		= result.texcoord[0];							# texture coordinate set 0
OUTPUT oTex1		= result.texcoord[1];							# texture coordinate set 1
OUTPUT oFog			= result.fogcoord;								# output fog coordinates

#fix input blending weight
ARL address.x, iWeight.x;
FRC scaledWeight.x, iWeight;

# Blend joint matrices
MUL blendMatX, gMat[address.x + 1], {1,1,1,1};
SUB blendMatX, blendMatX, gMat[address.x + 0];
MAD blendMatX, scaledWeight.x, blendMatX, gMat[address.x + 0];
DP3 blendNorm.x, blendMatX, iNormal;
DP3 blendBinorm.x, blendMatX, iBinormal;

MUL blendMatY, gMat[address.x + 16], {1,1,1,1};
SUB blendMatY, blendMatY, gMat[address.x + 15];
MAD blendMatY, scaledWeight.x, blendMatY, gMat[address.x + 15];
DP3 blendNorm.y, blendMatY, iNormal;
DP3 blendBinorm.y, blendMatY, iBinormal;

MUL blendMatZ, gMat[address.x + 31], {1,1,1,1};
SUB blendMatZ, blendMatZ, gMat[address.x + 30];
MAD blendMatZ, scaledWeight.x, blendMatZ, gMat[address.x + 30];
DP3 blendNorm.z, blendMatZ, iNormal;
DP3 blendBinorm.z, blendMatZ, iBinormal;

#wind
DP3 windEffect, blendNorm, gWindDir;
DP3 blendPos.x, blendMatZ, iPos;
MAD windEffect.xyz, blendPos.x, {0.015, 0.015, 0.015, 0}, windEffect;
MAD	windEffect.w, windEffect, {0, 0, 0, 2}, {0, 0, 0, 1};	# move wind offset value to [-1, 3]
MUL windEffect.w, windEffect, gWindDir;								# modulate wind strength 
MAD windEffect.xyz, windEffect, gSinWaveParams, gSinWaveParams.w;		# use sin wave params to scale and offset input

#reduce to period of 2 PI
MUL    temp1.xyz, windEffect, gPiConstants.x;						# change input as multiple of [0-2PI] to [0-1]
EXP    temp0, temp1.x;												# find mod(x, 1)
MUL    windEffect.x, temp0.y, gPiConstants.y;						# scale from [0,1] to [0, 2PI]
ADD    temp1.z, temp1.z, -gPiConstants.w;							# shift normal oscillation by PI/2
EXP    temp0, temp1.z;												# find mod(x, 1)

MUL    windEffect.z, temp0.y, gPiConstants.y;						# scale from [0,1] to [0, 2PI]

# offset to [-PI, PI]
ADD    windEffect.xyz, windEffect, {-3.141592, -3.141592, -3.141592, -3.141592};

#calculate sinusoid
MUL    temp1,    windEffect, windEffect;							# x^2
MAD    sinWave, -temp1, gMinMaxConstants.w, gMinMaxConstants.z;		# y = -(x^2)/7! + 1/5!
MAD    sinWave, sinWave, -temp1, gMinMaxConstants.y;				# y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3!
MAD    sinWave, sinWave, -temp1, gMinMaxConstants.x;				# y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1
MUL    sinWave, sinWave, windEffect;								# y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1)

# sinWave.x holds sin(norm . wind_direction) with primary frequency
# sinWave.y holds sin(norm . wind_direction) with secondary frequency
# sinWave.z hold cos(norm . wind_direction) with primary frequency
MAD sinWave.xyz, sinWave, gWindDir.w, windEffect.w;					# multiply by wind strength in gWindDir.w [-wind, wind]
																	# add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1]
DP3 temp1, blendNorm, gGravity;										# how much is this normal facing in direction of gGravity?
MIN temp1, temp1, {0.2, 0, 0, 0};									# clamp [-1, 1] to [-1, 0.2]
MUL temp1, temp1, {1.5, 0, 0, 0};									# scale from [-1,0.2] to [-1.5, 0.3]
ADD sinWave.x, sinWave, temp1;										# add gGravity effect to sinwave (only primary frequency)
MUL sinWave.xyz, sinWave, iClothing.w;								# modulate by clothing coverage
#MAD temp2, {1,1,1,1}, iClothing.w, {-1,-1,-1,-1};
#ADD sinWave, sinWave, temp2;
MAX sinWave.xyz, sinWave, {-1, -1, -1, -1};							# clamp to underlying body shape
MUL offsetPos, iClothing, sinWave.x;								# multiply wind effect times clothing displacement
MAD temp2, gWindDir, sinWave.z, blendNorm;							# calculate normal offset due to wind oscillation
MAD offsetPos, {1.0, 1.0, 1.0, 0.0}, offsetPos, iPos;				# add to offset vertex position, and zero out effect from w
MAD blendNorm, temp2, {2, 2, 2, 2}, blendNorm;						# add sin wave effect on normals (exaggerated)

#add "backlighting" effect
SUB colorAcc, {1, 1, 1, 1}, iClothing;
MAD blendNorm, colorAcc.w, {0, 0, -0.2, 0}, blendNorm;

#renormalize normal (again)
DP3 divisor.w, blendNorm, blendNorm;
RSQ divisor.xyz, divisor.w;
MUL blendNorm.xyz, blendNorm, divisor;

#project binormal to normal plane to ensure orthogonality
DP3 temp2, blendNorm, blendBinorm;
SUB blendBinorm, blendBinorm, temp2;

#renormalize binormal
DP3 divisor.w, blendBinorm, blendBinorm;
RSQ divisor.xyz, divisor.w;
MUL blendBinorm.xyz, blendBinorm, divisor;

#tangent = binormal X normal
XPD blendTangent, blendNorm, blendBinorm;

#oTex1 = iTex0 + LLVector2( gLightDir0 * tangent, gLightDir0 * binormal );
DP3 blendTangent.x, gLightDir0, blendTangent;
DP3 blendTangent.y, gLightDir0, blendBinorm;
MAD oTex1, gEmbossScale.x, blendTangent, iTex0;  

#Output position
DP4 blendPos.x, blendMatX, offsetPos;
DP4 blendPos.y, blendMatY, offsetPos;
DP4 blendPos.z, blendMatZ, offsetPos;
MOV blendPos.w, {0, 0, 0, 1};

#Projection
DP4 oPos.x, gProj[0], blendPos;
DP4 oPos.y, gProj[1], blendPos;
DP4 oPos.z, gProj[2], blendPos;
DP4 oPos.w, gProj[3], blendPos;

#Light 0
DP3 colorAcc.x, blendNorm, gLightDir0;
MAD colorAcc.x, colorAcc.x, {0.55, 0.55, 0.55, 0.55}, {0.3, 0.3, 0.3, 0.3};
MAX colorAcc, colorAcc, {0, 0, 0, 0};

# Accumulate color contributions.
MAD colorAcc.xyz, colorAcc.x, gDiffuseCol0, gModelAmbient;

#Light 1
DP3 dots.x, blendNorm, gLightDir1;

#Light 2
SUB lightDir, gLightPos2, blendPos;
DP3 divisor.w, lightDir, lightDir;
RSQ divisor.xyz, divisor.w;
MUL lightDir, lightDir, divisor;
DP3 dots.y, blendNorm, lightDir;

#Light 3
SUB lightDir, gLightPos3, blendPos;
DP3 divisor.w, lightDir, lightDir;
RSQ divisor.xyz, divisor.w;
MUL lightDir, lightDir, divisor;
DP3 dots.z, blendNorm, lightDir;

MAD dots, dots, {0.55, 0.55, 0.55, 0.55}, {0.3, 0.3, 0.3, 0.3};
MAX dots, dots, {0, 0, 0, 0};
MAD colorAcc, dots.x, gDiffuseCol1, colorAcc;
MAD colorAcc, dots.y, gDiffuseCol2, colorAcc;
MAD colorAcc, dots.z, gDiffuseCol3, colorAcc;

#Output color
MOV colorAcc.w, {0, 0, 0, 1.0};
MUL oCol0, gMaterialDiffuse, colorAcc;

#Output tex coordinate
MOV oTex0, iTex0;

#Output fog
MOV oFog.x, blendPos.z;

END