//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= // STATIC: "MODEL" "0..1" #include "common_fog_vs_fxc.h" #include "common_vs_fxc.h" //const float4 cBaseTexCoordTransform[ 2 ] : register( SHADER_SPECIFIC_CONST_6 ); const float4 g_flProjectedSizeRotation : register( c49 ); const float4 g_vProjectionOrigin : register( c48 ); struct VS_INPUT { float3 vPos : POSITION; float4 vNormal : NORMAL; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; }; static const float3 Normal = float3( 0, 0, -1.0 ); float3 ClosestPointOnPlane( float3 TestPoint ) { float distance = dot( Normal, TestPoint - g_vProjectionOrigin ); return TestPoint - distance*Normal; } float2 ComputeTexCoord( const float3 vWorldPos, const float flRotation, const float flScale ) { float3 vTest = ClosestPointOnPlane( vWorldPos ); float2 vBaseCoord = ( ( vTest - g_vProjectionOrigin ) / g_flProjectedSizeRotation.x ) + 0.5f; float2 vAdjust = vBaseCoord - float2( 0.5, 0.5 ); float2 vResult; float c = cos( flRotation ); float s = sin( flRotation ); vResult.x = ( vAdjust.x * c ) + ( vAdjust.y * -s ); vResult.y = ( vAdjust.x * s ) + ( vAdjust.y * c ); return ( vResult / flScale ) + float2( 0.5, 0.5 ); } VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o; float3 vNewPos = v.vPos; // vNewPos.z += 128.0; float3 vObjNormal; DecompressVertex_Normal( v.vNormal, vObjNormal ); float4 vProjPos; float3 vWorldPos; vWorldPos = mul( float4( vNewPos, 1 ), cModel[0] ); vProjPos = mul( float4( vWorldPos, 1 ), cViewProj ); o.vProjPos = vProjPos; // float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); o.vBaseTexCoord = ComputeTexCoord( vWorldPos, g_flProjectedSizeRotation.y, 1.0 ); return o; }