Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "STAGE" "0..2"
// STATIC: "USEONSTATICPROP" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// Includes
#include "common_vs_fxc.h"
// Globals
const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 );
#define g_flPortalOpenAmount g_vConst3.x
#define g_flPortalStaticAmount g_vConst3.y
const float g_vIsRecursivePortalView : register( SHADER_SPECIFIC_CONST_4 );
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
#if ( USEONSTATICPROP == 0 )
float4 vNormal : NORMAL; // Normal
#endif
float2 vTexCoord0 : TEXCOORD0; // Base texture coordinates
#if ( USEONSTATICPROP == 0 )
float flDecalOffset : TEXCOORD1; // How far to move each vertex along the normal
float4 vTangent : TANGENT; // Flip in w
#endif
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float2 vUv0 : TEXCOORD0;
float3 vWorldTangent : TEXCOORD1;
float3 vWorldBinormal : TEXCOORD2;
float4 vWorldPosition : TEXCOORD3; // Proj pos z in w
float3 vProjPosForRefract : TEXCOORD4;
float4 vNoiseTexCoord : TEXCOORD5;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
float kFlPortalOuterBorder = 0.075f; // Must match PS!
VS_OUTPUT o = (VS_OUTPUT)0;
float3 vObjNormal;
#if ( USEONSTATICPROP == 0 )
{
DecompressVertex_Normal( i.vNormal, vObjNormal );
}
#endif
// Move the portal decal away from the base surface a bit to avoid z fighting
float4 vObjPos = i.vPos.xyzw;
#if ( USEONSTATICPROP == 0 )
{
float flDecalOffset = 1.0f; // This offset is used in recursive portal views when using fast clipping (e.g. on the PS3).
// It prevents ugly Z fighting between the portal and the surface it's on due to reduced Z precision when
// a player is really really close to a portal.
if ( g_vIsRecursivePortalView == 0.0f )
{
flDecalOffset = i.flDecalOffset;
}
vObjPos.xyz += flDecalOffset * vObjNormal.xyz;
}
#endif
// Transform the position
float3 vWorldPosition = mul4x3( vObjPos, cModel[0] );
#if ( USEONSTATICPROP == 0 )
float3 vWorldNormal = normalize( mul3x3( vObjNormal, ( float3x3 )cModel[0] ) );
float3 vWorldTangent = normalize( mul3x3( i.vTangent.xyz, ( float3x3 )cModel[0] ) );
float3 vWorldBinormal = normalize( cross( vWorldNormal, vWorldTangent ) * i.vTangent.w );
#else
float3 vWorldNormal = float3( 0.0f, 0.0f, 1.0f );
float3 vWorldTangent = float3( 1.0f, 0.0f, 0.0f );
float3 vWorldBinormal = float3( 0.0f, 1.0f, 0.0f );
#endif
o.vWorldPosition.xyz = vWorldPosition.xyz;
//o.vWorldNormal.xyz = vWorldNormal.xyz;
o.vWorldTangent.xyz = vWorldTangent.xyz + vWorldPosition.xyz;
o.vWorldBinormal.xyz = vWorldBinormal.xyz + vWorldPosition.xyz;
// Transform into projection space
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPosition.x;
vRefractPos.y = -vProjPosition.y; // Invert Y
vRefractPos = ( vRefractPos + vProjPosition.w ) * 0.5f;
o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
#ifdef _PS3
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
vProjPosition.y = -vProjPosition.y;
vProjPosition.z = 2.0f * vProjPosition.z - vProjPosition.w;
#endif // _PS3
o.vProjPosition.xyzw = vProjPosition.xyzw;
o.vWorldPosition.w = vProjPosition.z;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( vWorldPosition, FOGTYPE_RANGE );
#endif
// View vector
float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
// Texture coordinates
float2 vBaseUv;
vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0].xy );
vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1].xy );
//o.vUv0.xy = vBaseUv.xy;
o.vUv0.xy = vBaseUv.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); // Adjust uv's for shrunken portal
// Portal open time
float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
// Noise UV
float kFlBorderNoiseScale = 0.3f;
float kFlNoiseUvScroll = g_flTime * 0.0275f;
float2 vNoiseUv = ( ( vBaseUv.xy - 0.5f ) / flPortalOpenAmount ) + 0.5f;
o.vNoiseTexCoord.xy = ( vNoiseUv.xy * kFlBorderNoiseScale ) + float2( kFlNoiseUvScroll, 0 );
o.vNoiseTexCoord.zw = ( vNoiseUv.xy * kFlBorderNoiseScale ) - float2( kFlNoiseUvScroll, 0 ); // Will fetch as wz to avoid matching layers
return o;
}