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