Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "BUMPMAP" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..0" [ = false ]
// Includes
#include "common_vs_fxc.h"
// Globals
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( s0 );
#endif
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vNormal : NORMAL; // Normal
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
#if BUMPMAP
float4 vTangent : TANGENT;
#endif
// Position and normal/tangent deltas
float3 vPosFlex : POSITION1;
float3 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float3 vWorldNormal : TEXCOORD0; // World-space normal
float3 vProjPosForRefract : TEXCOORD1;
float3 vWorldViewVector : TEXCOORD2;
#if BUMPMAP
float3x3 mTangentSpaceTranspose : TEXCOORD3;
// second row : TEXCOORD4;
// third row : TEXCOORD5;
float2 vTexCoord0 : TEXCOORD6;
#endif
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
// Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
float4 vObjPosition = i.vPos;
float3 vObjNormal;
#if BUMPMAP
float4 vObjTangent;
DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
#endif
#else // !BUMPMAP
DecompressVertex_Normal( i.vNormal, vObjNormal );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ),
vObjPosition.xyz, vObjNormal );
#endif
#endif
// Transform the position
float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
#if BUMPMAP
float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
#else
SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal );
#endif
o.vWorldNormal.xyz = normalize( vWorldNormal.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 = vProjPosition;
// View vector
float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
o.vWorldViewVector.xyz = vWorldViewVector.xyz;
// Tangent space transform
#if BUMPMAP
o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
#endif
// Texture coordinates
#if BUMPMAP
o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0].xy );
o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1].xy );
#endif
return o;
}