#ifndef __SHATTER_WAVE_INC // Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices #pragma exclude_renderers gles #define __SHATTER_WAVE_INC #include "audiolink.cginc" #include "globals.cginc" #include "math.cginc" #if defined(_SHATTER_WAVE) void shatterWaveVert(inout float3 objPos, float3 objNormal, float3 objTangent) { float3 wave_axis0 = normalize(_Shatter_Wave_Direction0); float3 wave_axis1 = normalize(_Shatter_Wave_Direction1); float3 wave_axis2 = normalize(_Shatter_Wave_Direction2); float3 wave_axis3 = normalize(_Shatter_Wave_Direction3); float4x3 wave_axes = float4x3(wave_axis0, wave_axis1, wave_axis2, wave_axis3); float4x3 objPos_proj; objPos_proj[0] = dot(objPos, wave_axis0) * normalize(wave_axis0); objPos_proj[1] = dot(objPos, wave_axis1) * normalize(wave_axis1); objPos_proj[2] = dot(objPos, wave_axis2) * normalize(wave_axis2); objPos_proj[3] = dot(objPos, wave_axis3) * normalize(wave_axis3); float4 wave_t = _Time[0] * _Shatter_Wave_Speed; #if defined(_SHATTER_WAVE_AUDIOLINK) if (AudioLinkIsAvailable()) { const uint chrono_time_scale_i = 1000 * 1000; const float chrono_time_scale_f = 1000 * 1000; // For some fucking reason the compiler shits itself if this is a loop. { uint band = 0; uint chrono_raw = AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(0, band)); float chrono_normalized = (chrono_raw % chrono_time_scale_i) / chrono_time_scale_f; wave_t.x = _Shatter_Wave_Chronotensity_Weights0[band] * chrono_normalized; wave_t.y = _Shatter_Wave_Chronotensity_Weights1[band] * chrono_normalized; wave_t.z = _Shatter_Wave_Chronotensity_Weights2[band] * chrono_normalized; wave_t.w = _Shatter_Wave_Chronotensity_Weights3[band] * chrono_normalized; } { uint band = 1; uint chrono_raw = AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(0, band)); float chrono_normalized = (chrono_raw % chrono_time_scale_i) / chrono_time_scale_f; wave_t.x += _Shatter_Wave_Chronotensity_Weights0[band] * chrono_normalized; wave_t.y += _Shatter_Wave_Chronotensity_Weights1[band] * chrono_normalized; wave_t.z += _Shatter_Wave_Chronotensity_Weights2[band] * chrono_normalized; wave_t.w += _Shatter_Wave_Chronotensity_Weights3[band] * chrono_normalized; } { uint band = 2; uint chrono_raw = AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(0, band)); float chrono_normalized = (chrono_raw % chrono_time_scale_i) / chrono_time_scale_f; wave_t.x += _Shatter_Wave_Chronotensity_Weights0[band] * chrono_normalized; wave_t.y += _Shatter_Wave_Chronotensity_Weights1[band] * chrono_normalized; wave_t.z += _Shatter_Wave_Chronotensity_Weights2[band] * chrono_normalized; wave_t.w += _Shatter_Wave_Chronotensity_Weights3[band] * chrono_normalized; } { uint band = 3; uint chrono_raw = AudioLinkDecodeDataAsUInt(ALPASS_CHRONOTENSITY + uint2(0, band)); float chrono_normalized = (chrono_raw % chrono_time_scale_i) / chrono_time_scale_f; wave_t.x += _Shatter_Wave_Chronotensity_Weights0[band] * chrono_normalized; wave_t.y += _Shatter_Wave_Chronotensity_Weights1[band] * chrono_normalized; wave_t.z += _Shatter_Wave_Chronotensity_Weights2[band] * chrono_normalized; wave_t.w += _Shatter_Wave_Chronotensity_Weights3[band] * chrono_normalized; } } #endif wave_t = fmod(wave_t + _Shatter_Wave_Time_Offset * _Shatter_Wave_Period, _Shatter_Wave_Period) - _Shatter_Wave_Period * 0.5; float4 wave_center = wave_t; float4 offset; for (uint i = 0; i < 4; i++) { offset[i] = exp(-length(objPos_proj[i] - wave_center[i] * wave_axes[i]) * _Shatter_Wave_Power[i]) * _Shatter_Wave_Amplitude[i]; objPos += objNormal * offset[i]; } } void shatterWaveFrag(inout float3 normal, float3 objPos) { normal = normalize(cross(ddy(objPos), ddx(objPos))); } #endif // _SHATTER_WAVE #endif // __SHATTER_WAVE_INC