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