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91 lines
2.9 KiB
91 lines
2.9 KiB
// STATIC: "BLEND" "0..1"
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#include "common_vs_fxc.h"
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vNormal : NORMAL;
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float2 vNormalMapCoord : TEXCOORD0;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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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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float4 worldVertToEyeVector_normalMapX : TEXCOORD1;
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float3x3 tangentSpaceTranspose : TEXCOORD2;
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float4 vRefract_W_ProjZ : TEXCOORD5;
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float4 vExtraBumpTexCoord : TEXCOORD6;
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float4 worldPos_normalMapY : TEXCOORD7;
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};
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const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 projPos;
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float3 worldPos;
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worldPos = mul4x3( v.vPos, cModel[0] );
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projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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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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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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#if BLEND
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// Map projected position to the reflection texture
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o.vRefract_W_ProjZ.x = projPos.x;
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o.vRefract_W_ProjZ.y = -projPos.y; // invert Y
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o.vRefract_W_ProjZ.xy = ( o.vRefract_W_ProjZ.xy + projPos.ww ) * float2( 0.5f, 0.5f );
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o.vRefract_W_ProjZ.z = projPos.w;
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#endif
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o.vRefract_W_ProjZ.w = projPos.z;
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float3 worldTangentS = mul3x3( v.vTangentS, ( const float3x3 )cModel[0] );
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float3 worldTangentT = mul3x3( v.vTangentT, ( const float3x3 )cModel[0] );
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float3 worldNormal = mul3x3( vObjNormal, ( float3x3 )cModel[0] );
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o.tangentSpaceTranspose[0] = worldTangentS;
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o.tangentSpaceTranspose[1] = worldTangentT;
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o.tangentSpaceTranspose[2] = worldNormal;
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float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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o.worldVertToEyeVector_normalMapX.xyz = worldVertToEyeVector;
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// FIXME: need to add a normalMapTransform to all of the water shaders.
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//o.worldVertToEyeVector_normalMapX.w = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w;
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//o.worldPos_normalMapY.w = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w;
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o.worldVertToEyeVector_normalMapX.w = v.vNormalMapCoord.x;
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o.worldPos_normalMapY.w = v.vNormalMapCoord.y;
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float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y;
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float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x;
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o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
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o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
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o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z;
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o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w;
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o.worldPos_normalMapY.xyz = worldPos;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, FOGTYPE_RANGE );
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#endif
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return o;
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}
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