Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC]
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC]
// DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
// SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
// Includes
#include "common_vs_fxc.h"
// Globals
const float g_flUVScale : register( SHADER_SPECIFIC_CONST_0 );
const float3 g_vUVProjOffset : register( SHADER_SPECIFIC_CONST_1 );
const float3 g_vBBMin : register( SHADER_SPECIFIC_CONST_2 );
const float3 g_vBBMax : register( SHADER_SPECIFIC_CONST_3 );
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vNormal : NORMAL; // Normal
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vClosestSurfaceDir : TEXCOORD0;
float4 vTangent : TANGENT;
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float4 vWorldNormal : TEXCOORD0; // w is proj. z coord (for depth stuff)
float4 vClosestSurfaceDir : TEXCOORD1;
float4 vWorldPos : TEXCOORD2; // w is proj. w coord
float4 vUV0 : TEXCOORD3;
float4 vUV1 : TEXCOORD4;
float4 vLightAtten : TEXCOORD5;
float3 vAmbient : TEXCOORD6;
};
float3 CubeUV( float3 vWorldPosition, float3 vWorldNormal, float3 vUVSpacePos )
{
// Generate texcoords for a cubemap wrapped around the ice sculpture's bounding box
float3 vDir = normalize( lerp( normalize( vUVSpacePos.xyz ), vWorldNormal.xyz, 0.5 ) );
float3 tMins = ( g_vBBMin - vWorldPosition ) / vDir;
float3 tMaxs = ( g_vBBMax - vWorldPosition ) / vDir;
tMaxs = max( tMaxs, tMins ); // weed out negative t's per axis
float t = min( tMaxs.x, min( tMaxs.y, tMaxs.z ) );
float3 vIntersectionPos = vWorldPosition + t * vDir;
// transform into unit cube
float3 vCubeUV = vIntersectionPos;
vCubeUV -= 0.5*( g_vBBMax + g_vBBMin );
vCubeUV /= 0.5*( g_vBBMax - g_vBBMin );
vCubeUV = normalize( vCubeUV );
return vCubeUV;
}
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
float4 vObjPosition = i.vPos;
float4 vObjTangent = i.vTangent;
float3 vObjNormal;
DecompressVertex_Normal( i.vNormal, vObjNormal );
// Transform the position and normal
float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
SkinPositionNormalAndTangentSpace( SKINNING ? true : false,
vObjPosition, vObjNormal.xyz, vObjTangent.xyzw,
i.vBoneWeights, i.vBoneIndices,
vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
vWorldNormal.xyz = normalize( vWorldNormal.xyz );
o.vWorldNormal.xyz = vWorldNormal.xyz;
o.vWorldPos.xyz = vWorldPosition.xyz;
// Transform into projection space
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
o.vProjPosition = vProjPosition;
o.vWorldNormal.w = vProjPosition.z;
o.vWorldPos.w = vProjPosition.w;
#ifdef _PS3
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
o.vProjPosition.y = -o.vProjPosition.y;
o.vProjPosition.z = 2.0f * o.vProjPosition.z - o.vProjPosition.w;
#endif // _PS3
// Seamless texturing UV projections
float3 vUVSpacePos = vWorldPosition.xyz - g_vUVProjOffset.xyz;
o.vUV0.xy = g_flUVScale * vUVSpacePos.yz;
o.vUV0.wz = g_flUVScale * vUVSpacePos.xz;
o.vUV1.xy = g_flUVScale * vUVSpacePos.xy;
// Cubemap UV gen
//o.vCubeUVW.xyz = CubeUV( vWorldPosition, vWorldNormal, vUVSpacePos );
// Screen-space texcoord
float2 vScreenPos = float2( 0.5, -0.5 ) * vProjPosition.xy + 0.5 * vProjPosition.w;
o.vUV1.wz = vScreenPos;
// Dynamic light attenuation factors
#if ( defined( SHADER_MODEL_VS_2_0 ) && FLATTEN_STATIC_CONTROL_FLOW )
{
o.vLightAtten.xyzw = float4(0,0,0,0);
#if ( NUM_LIGHTS > 0 )
o.vLightAtten.x = GetVertexAttenForLight( vWorldPosition, 0, false );
#endif
#if ( NUM_LIGHTS > 1 )
o.vLightAtten.y = GetVertexAttenForLight( vWorldPosition, 1, false );
#endif
#if ( NUM_LIGHTS > 2 )
o.vLightAtten.z = GetVertexAttenForLight( vWorldPosition, 2, false );
#endif
#if ( NUM_LIGHTS > 3 )
o.vLightAtten.w = GetVertexAttenForLight( vWorldPosition, 3, false );
#endif
}
#else
{
o.vLightAtten.x = GetVertexAttenForLight( vWorldPosition, 0 );
o.vLightAtten.y = GetVertexAttenForLight( vWorldPosition, 1 );
o.vLightAtten.z = GetVertexAttenForLight( vWorldPosition, 2 );
o.vLightAtten.w = GetVertexAttenForLight( vWorldPosition, 3 );
}
#endif
// Ambient light
o.vAmbient = AmbientLight( vWorldNormal );
// Closest surface's direction and distance, for contact shadowing
o.vClosestSurfaceDir.xyz = i.vClosestSurfaceDir.xyz;
o.vClosestSurfaceDir.w = length( i.vClosestSurfaceDir.xyz );
return o;
}