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172 lines
4.6 KiB
172 lines
4.6 KiB
// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX]
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// STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC]
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// STATIC: "ONLY_PROJECT_POSITION" "0..0" [SONYPS3]
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// STATIC: "TREESWAY" "0..2"
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// STATIC: "COLOR_DEPTH" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..0" [ = false ]
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// DYNAMIC: "TESSELLATION" "0..0" [vs30] [PC]
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// DYNAMIC: "TESSELLATION" "0..0" [CONSOLE]
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// DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC]
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// SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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// Disabling morphing in CS:GO, otherwise this shader causes an Internal Driver Error on the first Present() under Windows XP ATI X1650.
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#if MORPHING
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#undef MORPHING
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#define MORPHING 0
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#endif
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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sampler2D morphSampler : register( s0 );
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#endif
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#if ( TREESWAY )
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const float4 g_vTreeSwayParams0 : register( SHADER_SPECIFIC_CONST_2 );
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const float4 g_vTreeSwayParams1 : register( SHADER_SPECIFIC_CONST_3 );
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const float4 g_vTreeSwayParams2 : register( SHADER_SPECIFIC_CONST_4 );
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const float4 g_vTreeSwayParams3 : register( SHADER_SPECIFIC_CONST_5 );
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const float4 g_vTreeSwayParams4 : register( SHADER_SPECIFIC_CONST_9 );
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#define g_flTime g_vTreeSwayParams0.x
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#define g_vWindDir g_vTreeSwayParams0.yz
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#define g_flScrumbleFalloffCurve g_vTreeSwayParams1.x
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#define g_flSwayFalloffCurve g_vTreeSwayParams1.y
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#define g_flScrumbleSpeed g_vTreeSwayParams1.z
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#define g_flFastSwaySpeedScale g_vTreeSwayParams1.w
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#define g_flHeight g_vTreeSwayParams2.x
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#define g_flStartHeight g_vTreeSwayParams2.y
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#define g_flRadius g_vTreeSwayParams2.z
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#define g_flStartRadius g_vTreeSwayParams2.w
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#define g_flSwaySpeed g_vTreeSwayParams3.x
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#define g_flSwayIntensity g_vTreeSwayParams3.y
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#define g_flScrumbleWaveCount g_vTreeSwayParams3.z
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#define g_flScrumbleIntensity g_vTreeSwayParams3.w
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#define g_flWindSpeedLerpStart g_vTreeSwayParams4.x
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#define g_flWindSpeedLerpEnd g_vTreeSwayParams4.y
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#endif
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#if TESSELLATION
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#include "tessellation_vs_fxc.h"
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const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_8 );
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sampler2D BezierSampler : register( s1 );
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sampler2D DispSampler : register( s2 );
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// VS_INPUT defined in header
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#else // no TESSELLATION
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float2 vTexCoord : TEXCOORD0;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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// Position delta stream
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float3 vPosFlex : POSITION1;
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING
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float vVertexID : POSITION2;
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#endif
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};
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#endif // TESSELLATION
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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#if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does.
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float2 texCoord : TEXCOORD0;
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#endif
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#if COLOR_DEPTH
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float4 vWorldPos_projPosZ : TEXCOORD1;
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#endif
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};
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#include "tree_sway.h"
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 worldPos;
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#if ( TESSELLATION )
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{
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float2 detailUV, baseUV;
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float3 worldNormal, worldTangentS, worldTangentT;
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EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler, worldNormal, worldPos, baseUV, detailUV );
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#if (ONLY_PROJECT_POSITION == 0)
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{
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o.texCoord = baseUV;
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}
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#endif
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}
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#else // not tessellating
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{
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float4 vPosition = v.vPos;
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#if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING )
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{
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ApplyMorph( v.vPosFlex, vPosition.xyz );
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}
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#else
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{
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3(0, 0, 0), vPosition.xyz );
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}
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#endif
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#if ( TREESWAY )
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{
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vPosition.xyz = ComputeTreeSway( vPosition.xyz, g_flTime );
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}
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#endif
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SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, worldPos );
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#if ( ONLY_PROJECT_POSITION == 0 )
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{
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o.texCoord = v.vTexCoord;
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}
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#endif
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}
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#endif
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float4 vProjPos = mul( float4( worldPos, 1.0f ), cViewProj );
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o.vProjPos = vProjPos;
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#if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION )
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o.vWorldPos_projPosZ.z = vProjPos.z;
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o.vWorldPos_projPosZ.w = vProjPos.w;
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#endif
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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return o;
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}
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