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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "common_vs_fxc.h"
float Sine( float min, float max, float t ) { return ( sin( t ) * 0.5f + 0.5f ) * ( max - min ) + min; }
float3 QuadraticBezier( float3 A, float3 B, float3 C, float t ) { return lerp( lerp( A, B, t ), lerp( B, C, t ), t ); }
float3 CubicBezier( float3 A, float3 B, float3 C, float3 D, float t ) { return QuadraticBezier( lerp( A, B, t ), lerp( B, C, t ), lerp( C, D, t ), t ); }
void WorldSpaceVertexProcess( in float time, in float3 modelOrigin, inout float3 worldPos, inout float3 worldNormal, inout float3 worldTangentS, inout float3 worldTangentT ) { float myTime = time; myTime = saturate( 1.0f - myTime ); myTime *= myTime; myTime *= myTime; myTime *= myTime; // worldPos.z += 72.0f * myTime;
// end
float3 A = float3( 0.0f, 0.0f, 1.0f ); float3 B = float3( 1.0f, 1.0f, 1.0f ); float3 C = float3( 0.0f, 0.0f, 1.0f ); float3 D = float3( 0.0f, 0.0f, 1.0f ); // start
// float3 modelOrigin = float3( 70.0f, -14.0f, 0.0f );
float t = worldPos.z * ( 1.0f / ( 72.0f ) ); // about 72 inches tall
t = saturate( t ); float3 worldPosDelta = ( worldPos - modelOrigin ) * CubicBezier( A, B, C, D, t ); worldPosDelta.z += Sine( 0.0f, 10.0, worldPos.z ); worldPos = lerp( worldPos, worldPosDelta + modelOrigin, myTime ); }
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