📄 vslodmorph.cg
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void terrain_vp(
float4 position : POSITION,
float2 uv1 : TEXCOORD0,
/*float2 uv2 : TEXCOORD1,
float2 uv3 : TEXCOORD2,
float2 uv4 : TEXCOORD3,*/
float delta : BLENDWEIGHT,
out float4 oPosition : POSITION,
out float2 oUv1 : TEXCOORD0,
out float2 oUv2 : TEXCOORD1,
out float2 oUv3 : TEXCOORD2,
out float2 oUv4 : TEXCOORD3,
uniform float splatScaleX,
uniform float splatScaleZ,
uniform float4x4 worldViewProj,
uniform float morphFactor
)
{
position.y = position.y + (delta.x * morphFactor);
oPosition = mul(worldViewProj, position);
oUv1 = uv1;
oUv2 = uv1;
oUv3 = uv1;
oUv4 = uv1;
oUv2.x *= splatScaleX;
oUv2.y *= splatScaleZ;
oUv3.x *= splatScaleX;
oUv3.y *= splatScaleZ;
oUv4.x *= splatScaleX;
oUv4.y *= splatScaleZ;
}
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