// STATIC: "MODEL" "0..1" // STATIC: "PORTALGHOSTOVERLAY" "0..2" // DYNAMIC: "SKINNING" "0..1" #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; static const bool g_bModel = MODEL ? true : false; struct VS_INPUT { float4 vPos : POSITION; float3 vNormal : NORMAL; #if ( PORTALGHOSTOVERLAY ) float4 vGhostTintColor : COLOR; #endif float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float2 vTexCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float4 vColor : COLOR; float2 vTexCoord1 : TEXCOORD0; float2 vTexCoord2 : TEXCOORD1; //just a copy of vTexCoord1, ps11 compatibility issue #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) float fog : FOG; #endif float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog }; VS_OUTPUT main( VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; #if ( PORTALGHOSTOVERLAY ) { // Offset these by one unit so we can do a z-fail render and force it to be in front of the wall. // I don't want to modify the mesh since we're getting close to shipping. This ensures the offset // is isolated to the ghost render only and not the other portal render passes. v.vPos.xyz += v.vNormal.xyz; } #endif float3 worldPos; if( MODEL == 1 ) { SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); } else { worldPos = mul3x3( v.vPos.xyz, ( float3x3 )cModel[0] ); } o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.vProjPos.y = -o.vProjPos.y; o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w; #endif // _PS3 o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z ); o.vTexCoord1 = v.vTexCoord.xy; o.vTexCoord2 = v.vTexCoord.xy; #if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) o.fog = CalcFixedFunctionFog( worldPos, FOGTYPE_RANGE ); #endif o.vColor.rgba = float4( 1, 1, 1, 1 ); #if ( PORTALGHOSTOVERLAY ) { #if ( PORTALGHOSTOVERLAY == 1 ) { o.vColor.rgba = float4( v.vGhostTintColor.rgb, 1 ); } #endif float3 vViewRayWs = worldPos.xyz - cEyePos.xyz; // If we're facing away, always be full strength float flDot = dot( v.vNormal.xyz, vViewRayWs.xyz ); if ( flDot <= 0.0f ) { // if we're facing towards the viewer, take distance into account float flDistSqr = dot( vViewRayWs.xyz, vViewRayWs.xyz ); o.vColor.a = saturate( ( flDistSqr - ( 120.0f * 120.0f ) ) / ( ( 240.0f * 240.0f ) - ( 120.0f * 120.0f ) ) ); // Remap 120..240 distance to 0..1 } // Factor how "open" this portal is, but don't lerp in the visibility until the portal is 85% open...otherwise // the colored oval becomes visible before the portal's firey border is fully open. o.vColor.a *= v.vGhostTintColor.a; } #endif return o; }