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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1"
#include "common_vs_fxc.h"
const float4 g_baseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
static const bool g_bSkinning = SKINNING ? true : false;
struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord : TEXCOORD0;
float4 vNormal : NORMAL; float4 vTangent : TANGENT; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; };
struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION;
//float4 lightAtten : TEXCOORD2; float3 worldPos : TEXCOORD3; float3x3 tangentSpaceTranspose : TEXCOORD4; // second row : TEXCOORD5; // third row : TEXCOORD6; float4 vProjPos : TEXCOORD7; };
// Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o;
float4 vPosition, vTangent; float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
vPosition = i.vPos;
// Perform skinning DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vNormal, vTangent ); SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, i.vBoneWeights, i.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT ); worldTangentS = normalize( worldTangentS ); worldTangentT = normalize( worldTangentT ); worldNormal = normalize( worldNormal ); // Tangent space transform o.tangentSpaceTranspose[0].xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x ); o.tangentSpaceTranspose[1].xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y ); o.tangentSpaceTranspose[2].xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
o.worldPos = worldPos; o.vProjPos = o.vProjPos_POSITION = mul( float4( worldPos, 1.0f ), cViewProj ); //o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); //o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); //o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); //o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
//o.vBaseUV_PatternUV.xy = i.vTexCoord; // //o.vBaseUV_PatternUV.z = dot ( i.vTexCoord, g_baseTextureTransform[0].xy ) + g_baseTextureTransform[0].w; //o.vBaseUV_PatternUV.w = dot ( i.vTexCoord, g_baseTextureTransform[1].xy ) + g_baseTextureTransform[1].w; // //o.vWearUV_GrungeUV.x = dot ( i.vTexCoord, g_wearTexCoordTransform[0].xy ) + g_wearTexCoordTransform[0].w; //o.vWearUV_GrungeUV.y = dot ( i.vTexCoord, g_wearTexCoordTransform[1].xy ) + g_wearTexCoordTransform[1].w; // //o.vWearUV_GrungeUV.z = dot ( i.vTexCoord, g_grungeTexCoordTransform[0].xy ) + g_grungeTexCoordTransform[0].w; //o.vWearUV_GrungeUV.w = dot ( i.vTexCoord, g_grungeTexCoordTransform[1].xy ) + g_grungeTexCoordTransform[1].w;
return o;
}
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