Counter Strike : Global Offensive Source Code
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// STATIC: "MODEL" "0..1"
// STATIC: "PORTALGHOSTOVERLAY" "0..2"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const bool g_bModel = MODEL ? true : false;
struct VS_INPUT
{
float4 vPos : POSITION;
float3 vNormal : NORMAL;
#if ( PORTALGHOSTOVERLAY )
float4 vGhostTintColor : COLOR;
#endif
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float2 vTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float4 vColor : COLOR;
float2 vTexCoord1 : TEXCOORD0;
float2 vTexCoord2 : TEXCOORD1; //just a copy of vTexCoord1, ps11 compatibility issue
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
#if ( PORTALGHOSTOVERLAY )
{
// Offset these by one unit so we can do a z-fail render and force it to be in front of the wall.
// I don't want to modify the mesh since we're getting close to shipping. This ensures the offset
// is isolated to the ghost render only and not the other portal render passes.
v.vPos.xyz += v.vNormal.xyz;
}
#endif
float3 worldPos;
if( MODEL == 1 )
{
SkinPosition(
g_bSkinning,
v.vPos,
v.vBoneWeights, v.vBoneIndices,
worldPos );
}
else
{
worldPos = mul3x3( v.vPos.xyz, ( float3x3 )cModel[0] );
}
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
o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
o.vTexCoord1 = v.vTexCoord.xy;
o.vTexCoord2 = v.vTexCoord.xy;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( worldPos, FOGTYPE_RANGE );
#endif
o.vColor.rgba = float4( 1, 1, 1, 1 );
#if ( PORTALGHOSTOVERLAY )
{
#if ( PORTALGHOSTOVERLAY == 1 )
{
o.vColor.rgba = float4( v.vGhostTintColor.rgb, 1 );
}
#endif
float3 vViewRayWs = worldPos.xyz - cEyePos.xyz;
// If we're facing away, always be full strength
float flDot = dot( v.vNormal.xyz, vViewRayWs.xyz );
if ( flDot <= 0.0f )
{
// if we're facing towards the viewer, take distance into account
float flDistSqr = dot( vViewRayWs.xyz, vViewRayWs.xyz );
o.vColor.a = saturate( ( flDistSqr - ( 120.0f * 120.0f ) ) / ( ( 240.0f * 240.0f ) - ( 120.0f * 120.0f ) ) ); // Remap 120..240 distance to 0..1
}
// Factor how "open" this portal is, but don't lerp in the visibility until the portal is 85% open...otherwise
// the colored oval becomes visible before the portal's firey border is fully open.
o.vColor.a *= v.vGhostTintColor.a;
}
#endif
return o;
}