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