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136 lines
3.7 KiB
136 lines
3.7 KiB
// STATIC: "HASALPHAMASK" "0..1"
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// STATIC: "HASSTATICTEXTURE" "0..1"
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// STATIC: "USEALTERNATEVIEW" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "ADDSTATIC" "0..1"
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#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1)))
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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 ( USEALTERNATEVIEW == 1 )
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const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 );
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#endif
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const float4 g_vViewportMad : register( SHADER_SPECIFIC_CONST_4 );
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const float g_vIsRecursivePortalView : register( SHADER_SPECIFIC_CONST_5 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vNormal : NORMAL;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float2 vMappingTexCoord : TEXCOORD0;
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float flDecalOffset : TEXCOORD1; // How far to move each vertex along the normal
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float3 vPortalTexCoord : TEXCOORD0;
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#if( (HASALPHAMASK == 1) || (USESTATICTEXTURE) )
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float2 vSecondaryTexCoord : TEXCOORD1;
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#if( (HASALPHAMASK == 1) && (USESTATICTEXTURE) )
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float2 vTertiaryTexCoord : TEXCOORD2;
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#endif
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#endif
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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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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// Move the portal decal away from the base surface a bit to avoid z fighting
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 vObjPos = v.vPos.xyzw;
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float flDecalOffset = 1.0f; // This offset is used in recursive portal views when using fast clipping (e.g. on the PS3).
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// It prevents ugly Z fighting between the portal and the surface it's on due to reduced Z precision when
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// a player is really really close to a portal.
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if ( g_vIsRecursivePortalView == 0.0f )
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{
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flDecalOffset = v.flDecalOffset;
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}
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vObjPos.xyz += flDecalOffset * vObjNormal.xyz;
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SkinPosition(
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g_bSkinning,
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vObjPos,
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v.vBoneWeights, v.vBoneIndices,
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worldPos );
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float4 vTextureProjectedPos;
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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#ifdef _PS3
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{
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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.vProjPos.y = -o.vProjPos.y;
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o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w;
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}
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#endif // _PS3
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#if ( USEALTERNATEVIEW == 1 )
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{
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vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj );
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}
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#else
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{
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vTextureProjectedPos = o.vProjPos;
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}
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#endif
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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{
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o.fog = CalcFixedFunctionFog( worldPos, FOGTYPE_RANGE );
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}
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#endif
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o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
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//Screen coordinates mapped back to texture coordinates for the portal texture
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o.vPortalTexCoord.x = vTextureProjectedPos.x;
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o.vPortalTexCoord.y = -vTextureProjectedPos.y; // invert Y
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o.vPortalTexCoord.xy = (o.vPortalTexCoord.xy + vTextureProjectedPos.w) * 0.5f;
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o.vPortalTexCoord.z = vTextureProjectedPos.w;
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#if ( USEALTERNATEVIEW == 1 )
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{
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o.vPortalTexCoord.xy = saturate( o.vPortalTexCoord.xy / vTextureProjectedPos.w ) * vTextureProjectedPos.w; //stretch instead of clipping.
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}
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#endif
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//handle non-fullscreen viewports
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o.vPortalTexCoord.xy = ( ( ( o.vPortalTexCoord.xy / vTextureProjectedPos.w ) * g_vViewportMad.xy ) + g_vViewportMad.zw ) * vTextureProjectedPos.w; //handle non-fullscreen viewports
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#if( (HASALPHAMASK == 1) || (USESTATICTEXTURE) )
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{
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o.vSecondaryTexCoord = v.vMappingTexCoord.xy;
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#if( (HASALPHAMASK == 1) && (USESTATICTEXTURE) )
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{
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o.vTertiaryTexCoord = v.vMappingTexCoord.xy;
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}
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#endif
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}
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#endif
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return o;
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}
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