Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "MODEL" "0..1"
#include "common_fog_vs_fxc.h"
#include "common_vs_fxc.h"
//const float4 cBaseTexCoordTransform[ 2 ] : register( SHADER_SPECIFIC_CONST_6 );
const float4 g_flProjectedSizeRotation : register( c49 );
const float4 g_vProjectionOrigin : register( c48 );
struct VS_INPUT
{
float3 vPos : POSITION;
float4 vNormal : NORMAL;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
};
static const float3 Normal = float3( 0, 0, -1.0 );
float3 ClosestPointOnPlane( float3 TestPoint )
{
float distance = dot( Normal, TestPoint - g_vProjectionOrigin );
return TestPoint - distance*Normal;
}
float2 ComputeTexCoord( const float3 vWorldPos, const float flRotation, const float flScale )
{
float3 vTest = ClosestPointOnPlane( vWorldPos );
float2 vBaseCoord = ( ( vTest - g_vProjectionOrigin ) / g_flProjectedSizeRotation.x ) + 0.5f;
float2 vAdjust = vBaseCoord - float2( 0.5, 0.5 );
float2 vResult;
float c = cos( flRotation );
float s = sin( flRotation );
vResult.x = ( vAdjust.x * c ) + ( vAdjust.y * -s );
vResult.y = ( vAdjust.x * s ) + ( vAdjust.y * c );
return ( vResult / flScale ) + float2( 0.5, 0.5 );
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float3 vNewPos = v.vPos;
// vNewPos.z += 128.0;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
float4 vProjPos;
float3 vWorldPos;
vWorldPos = mul( float4( vNewPos, 1 ), cModel[0] );
vProjPos = mul( float4( vWorldPos, 1 ), cViewProj );
o.vProjPos = vProjPos;
// float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
o.vBaseTexCoord = ComputeTexCoord( vWorldPos, g_flProjectedSizeRotation.y, 1.0 );
return o;
}