//============ Copyright (c) Valve Corporation, All rights reserved. ============ // STATIC: "BASETEXTURE" "0..1" #include "common_vs_fxc.h" const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_3 ); struct VS_INPUT { float4 vPos : POSITION; float4 vNormal : NORMAL; float4 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; float2 vLightmapTexCoordOffset : TEXCOORD2; float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL0; }; struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0; float4 vPositionToCameraRayTs_projW : TEXCOORD1; float4 vReflectXY_vRefractYX : TEXCOORD2; float4 vProjPos : TEXCOORD4; float3 worldPos : TEXCOORD5; #if BASETEXTURE float4 lightmapTexCoord1And2 : TEXCOORD6; float4 lightmapTexCoord3 : TEXCOORD7; #endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); // Projected position float3 vWorldPos = mul4x3( v.vPos, cModel[0] ); float4 vProjPos = mul( float4( vWorldPos, 1 ), cViewProj ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] vProjPos.y = -vProjPos.y; vProjPos.z = 2.0f * vProjPos.z - vProjPos.w; #endif // _PS3 o.vProjPos = o.vProjPos_POSITION = vProjPos; // Project tangent basis float2 vProjTangentS = mul( v.vTangentS, cViewProj ).xy; float2 vProjTangentT = mul( v.vTangentT, cViewProj ).xy; // Map projected position to the reflection texture float2 vReflectPos; vReflectPos.x = -vProjPos.x; vReflectPos.y = -vProjPos.y; // invert Y vReflectPos = ( vReflectPos + vProjPos.w ) * 0.5f; // Map projected position to the refraction texture float2 vRefractPos; vRefractPos.x = vProjPos.x; vRefractPos.y = -vProjPos.y; // invert Y vRefractPos = ( vRefractPos + vProjPos.w ) * 0.5f; // Reflection transform o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); o.vPositionToCameraRayTs_projW.w = vProjPos.w; // Compute fog based on the position o.worldPos = vWorldPos; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( vWorldPos, FOGTYPE_RANGE ); #endif // Eye vector float3 vPositionToCameraRayWs = cEyePos.xyz - vWorldPos.xyz; // Transform to the tangent space o.vPositionToCameraRayTs_projW.x = dot( vPositionToCameraRayWs.xyz, v.vTangentS.xyz ); o.vPositionToCameraRayTs_projW.y = dot( vPositionToCameraRayWs.xyz, v.vTangentT.xyz ); o.vPositionToCameraRayTs_projW.z = dot( vPositionToCameraRayWs.xyz, vObjNormal.xyz ); // Tranform bump coordinates o.vBumpTexCoordXY_vTexCoordXY.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); o.vBumpTexCoordXY_vTexCoordXY.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); #if BASETEXTURE o.vBumpTexCoordXY_vTexCoordXY.z = dot( v.vBaseTexCoord, cBaseTextureTransform[0] ); o.vBumpTexCoordXY_vTexCoordXY.w = dot( v.vBaseTexCoord, cBaseTextureTransform[1] ); o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; // reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; o.lightmapTexCoord3.xy = lightmapTexCoord3; #else o.vBumpTexCoordXY_vTexCoordXY.z = 0.0f; o.vBumpTexCoordXY_vTexCoordXY.w = 0.0f; #endif return o; }