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118 lines
2.9 KiB
118 lines
2.9 KiB
// STATIC: "MODEL" "0..1"
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// STATIC: "PORTALGHOSTOVERLAY" "0..2"
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// DYNAMIC: "SKINNING" "0..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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static const bool g_bModel = MODEL ? true : false;
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float3 vNormal : NORMAL;
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#if ( PORTALGHOSTOVERLAY )
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float4 vGhostTintColor : COLOR;
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#endif
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float2 vTexCoord : TEXCOORD0;
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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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float4 vColor : COLOR;
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float2 vTexCoord1 : TEXCOORD0;
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float2 vTexCoord2 : TEXCOORD1; //just a copy of vTexCoord1, ps11 compatibility issue
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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( VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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#if ( PORTALGHOSTOVERLAY )
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{
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// Offset these by one unit so we can do a z-fail render and force it to be in front of the wall.
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// I don't want to modify the mesh since we're getting close to shipping. This ensures the offset
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// is isolated to the ghost render only and not the other portal render passes.
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v.vPos.xyz += v.vNormal.xyz;
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}
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#endif
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float3 worldPos;
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if( MODEL == 1 )
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{
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SkinPosition(
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g_bSkinning,
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v.vPos,
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v.vBoneWeights, v.vBoneIndices,
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worldPos );
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}
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else
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{
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worldPos = mul3x3( v.vPos.xyz, ( float3x3 )cModel[0] );
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}
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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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.vProjPos.y = -o.vProjPos.y;
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o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w;
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#endif // _PS3
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o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
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o.vTexCoord1 = v.vTexCoord.xy;
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o.vTexCoord2 = v.vTexCoord.xy;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, FOGTYPE_RANGE );
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#endif
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o.vColor.rgba = float4( 1, 1, 1, 1 );
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#if ( PORTALGHOSTOVERLAY )
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{
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#if ( PORTALGHOSTOVERLAY == 1 )
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{
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o.vColor.rgba = float4( v.vGhostTintColor.rgb, 1 );
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}
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#endif
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float3 vViewRayWs = worldPos.xyz - cEyePos.xyz;
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// If we're facing away, always be full strength
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float flDot = dot( v.vNormal.xyz, vViewRayWs.xyz );
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if ( flDot <= 0.0f )
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{
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// if we're facing towards the viewer, take distance into account
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float flDistSqr = dot( vViewRayWs.xyz, vViewRayWs.xyz );
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o.vColor.a = saturate( ( flDistSqr - ( 120.0f * 120.0f ) ) / ( ( 240.0f * 240.0f ) - ( 120.0f * 120.0f ) ) ); // Remap 120..240 distance to 0..1
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}
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// Factor how "open" this portal is, but don't lerp in the visibility until the portal is 85% open...otherwise
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// the colored oval becomes visible before the portal's firey border is fully open.
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o.vColor.a *= v.vGhostTintColor.a;
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}
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#endif
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return o;
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}
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