Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "PREVIEW" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..4"
// SKIP: ( ( $PREVIEW == 0 ) && ( $SKINNING == 1 ) )
// SKIP: ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
#include "common_vs_fxc.h"
const float4 g_patternTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
const float4 g_wearTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); // 2 & 3
const float4 g_grungeTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
static const bool g_bSkinning = SKINNING ? true : false;
// Structs
struct VS_INPUT
{
float4 vPos : POSITION;
float2 vTexCoord : TEXCOORD0;
#if ( PREVIEW == 1 )
float4 vNormal : NORMAL;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
#endif
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float4 vBaseUV_PatternUV : TEXCOORD0;
float4 vWearUV_GrungeUV : TEXCOORD1;
#if ( PREVIEW == 1 )
float4 lightAtten : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 vWorldNormal : TEXCOORD4;
#endif
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
#if ( PREVIEW == 1 )
float4 vPosition, vTangent;
float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
vPosition = i.vPos;
DecompressVertex_Normal( i.vNormal, vNormal );
SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, i.vBoneWeights, i.vBoneIndices, worldPos, worldNormal );
o.worldPos = worldPos;
o.vProjPos = mul( float4( worldPos, 1.0f ), cViewProj );
o.vWorldNormal = worldNormal;
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 );
#else
o.vProjPos = i.vPos;
#endif
o.vBaseUV_PatternUV.xy = i.vTexCoord;
o.vBaseUV_PatternUV.z = dot ( i.vTexCoord, g_patternTexCoordTransform[0].xy ) + g_patternTexCoordTransform[0].w;
o.vBaseUV_PatternUV.w = dot ( i.vTexCoord, g_patternTexCoordTransform[1].xy ) + g_patternTexCoordTransform[1].w;
o.vWearUV_GrungeUV.x = dot ( i.vTexCoord, g_wearTexCoordTransform[0].xy ) + g_wearTexCoordTransform[0].w;
o.vWearUV_GrungeUV.y = dot ( i.vTexCoord, g_wearTexCoordTransform[1].xy ) + g_wearTexCoordTransform[1].w;
o.vWearUV_GrungeUV.z = dot ( i.vTexCoord, g_grungeTexCoordTransform[0].xy ) + g_grungeTexCoordTransform[0].w;
o.vWearUV_GrungeUV.w = dot ( i.vTexCoord, g_grungeTexCoordTransform[1].xy ) + g_grungeTexCoordTransform[1].w;
return o;
}