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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "BUMPMAP" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ]
// Includes #include "common_vs_fxc.h"
// Globals static const bool g_bSkinning = SKINNING ? true : false; const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
#ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif
// Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vNormal : NORMAL; // Normal float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
#if BUMPMAP float4 vTangent : TANGENT; #endif
// Position and normal/tangent deltas float3 vPosFlex : POSITION1; float3 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif };
struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float3 vWorldNormal : TEXCOORD0; // World-space normal float3 vProjPosForRefract : TEXCOORD1; float3 vWorldViewVector : TEXCOORD2;
#if BUMPMAP float3x3 mTangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float2 vTexCoord0 : TEXCOORD6; #endif };
// Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o;
// Flexes coming in from a separate stream (contribution masked by cFlexScale.x) float4 vObjPosition = i.vPos; float3 vObjNormal;
#if BUMPMAP float4 vObjTangent; DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz ); #endif #else // !BUMPMAP DecompressVertex_Normal( i.vNormal, vObjNormal );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal ); #else ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal ); #endif #endif
// Transform the position float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; #if BUMPMAP float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); #else SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal ); #endif o.vWorldNormal.xyz = normalize( vWorldNormal.xyz );
// Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
// Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPosition.x; vRefractPos.y = -vProjPosition.y; // Invert Y vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f; o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
#ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] vProjPosition.y = -vProjPosition.y; vProjPosition.z = 2.0f * vProjPosition.z - vProjPosition.w; #endif // _PS3
o.vProjPosition = vProjPosition; // View vector float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz); o.vWorldViewVector.xyz = vWorldViewVector.xyz;
// Tangent space transform #if BUMPMAP o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x ); o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y ); o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z ); #endif
// Texture coordinates #if BUMPMAP o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0].xy ); o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1].xy ); #endif
return o; }
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