You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
78 lines
2.6 KiB
78 lines
2.6 KiB
//========== 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;
|
|
}
|