Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "WIDEN_TIPS" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// Includes
#include "common_vs_fxc.h"
// Globals
const float4 g_flWidthParams : register( SHADER_SPECIFIC_CONST_0 );
#define g_flWidthExp g_flWidthParams.x
#define g_flWidthScale g_flWidthParams.y
#define g_flWidthBias g_flWidthParams.z
#define g_flUVScale g_flWidthParams.w
const float3 g_vEyePos : register( SHADER_SPECIFIC_CONST_1 );
//#define g_flUVScale 0.05
/*
#define g_flWidthExp 4
#define g_flWidthScale 5
#define g_flWidthBias 0.2
*/
/*
#define g_flWidthExp 0.5
#define g_flWidthScale 1.0
#define g_flWidthBias 0.0
*/
// Structs
struct VS_INPUT
{
float4 vTexCoord0 : TEXCOORD0; // distance to arm root, V texcoord, rel. position along arm, and t
float4 vBezierCage0 : TEXCOORD1; // Bezier positions. 4th position in w coords of the first 3
float4 vBezierCage1 : TEXCOORD2;
float4 vBezierCage2 : TEXCOORD3;
float4 vColor : TEXCOORD4;
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float4 vWorldNormal : TEXCOORD0; // w is proj. z coord (for depth stuff)
float3 vWorldTangent : TEXCOORD1;
float3 vWorldBinormal : TEXCOORD2;
float3 vWorldPos : TEXCOORD3;
float3 vUV : TEXCOORD4; // z is normalized dist from root
float4 vColor : TEXCOORD5;
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
float3 vBezierCage3 = float3( i.vBezierCage0.w, i.vBezierCage1.w, i.vBezierCage2.w );
// bezier evaluation
float3 v0 = lerp( i.vBezierCage0.xyz, i.vBezierCage1.xyz, i.vTexCoord0.w );
float3 v1 = lerp( i.vBezierCage1.xyz, i.vBezierCage2.xyz, i.vTexCoord0.w );
float3 v2 = lerp( i.vBezierCage2.xyz, vBezierCage3.xyz, i.vTexCoord0.w );
v0 = lerp( v0, v1, i.vTexCoord0.w );
v1 = lerp( v1, v2, i.vTexCoord0.w );
float3 vWorldPos = lerp( v0, v1, i.vTexCoord0.w ); // world position
// eval bezier derivative to get a tangent
v0 = lerp( i.vBezierCage1.xyz - i.vBezierCage0.xyz, i.vBezierCage2.xyz - i.vBezierCage1.xyz, i.vTexCoord0.w );
v1 = lerp( i.vBezierCage2.xyz - i.vBezierCage1.xyz, vBezierCage3.xyz - i.vBezierCage2.xyz, i.vTexCoord0.w );
v0 = lerp( v0, v1, i.vTexCoord0.w );
float3 vWorldTan = normalize( v0 );
float flDistAlongArm = i.vTexCoord0.z;
//float flTotalArmLength = i.vTexCoord0.x / ( i.vTexCoord0.z - 1.0 );
float flWidthScale = g_flWidthScale + i.vColor.a * 0.5;
#if WIDEN_TIPS == 1
float flWidth = g_flWidthBias + flWidthScale * pow( 1.0 - flDistAlongArm, g_flWidthExp );
#else
// regular tapering
float flWidth = g_flWidthBias + flWidthScale * pow( flDistAlongArm, g_flWidthExp );
#endif
//flWidth = flDistAlongArm;
// quad expansion
float3 vView = normalize( g_vEyePos - vWorldPos );
float3 vSpan = cross( vView, vWorldTan );
vWorldPos += vSpan * flWidth * 2.0 * ( i.vTexCoord0.y - 0.5 );
// Transform into projection space
float4 vProjPosition = mul( float4( vWorldPos, 1.0f ), cViewProj );
o.vProjPosition = vProjPosition;
o.vColor = i.vColor;
o.vWorldPos.xyz = vWorldPos.xyz;
o.vWorldNormal.xyz = normalize( vView - dot( vView, vWorldTan ) * vWorldTan );
o.vWorldTangent.xyz = vWorldTan;
o.vWorldBinormal.xyz = vSpan;
o.vWorldNormal.w = vProjPosition.z;
o.vUV.xy = i.vTexCoord0.xy * float2( g_flUVScale, 1.0 );
o.vUV.x = 1.0 - flDistAlongArm;
o.vUV.z = flDistAlongArm;
return o;
}