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#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
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