Counter Strike : Global Offensive Source Code
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// STATIC: "DEFERRED_SHADOWS" "0..1"
#include "common_fog_vs_fxc.h"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cTextureJitter[2] : register( SHADER_SPECIFIC_CONST_2 );
#if DEFERRED_SHADOWS == 0
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vColor : COLOR0;
float4 vTexCoord0 : TEXCOORD0;
float3 vFalloffParams : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float4 worldPos_projPosZ : TEXCOORD0;
float4 vFalloffParams : TEXCOORD1;
float3 texCoord0_shadowAlpha : TEXCOORD2;
#if !defined( _X360 )
float4 texCoord1_2 : TEXCOORD3;
float4 texCoord3_4 : TEXCOORD4;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
float2 texCoord;
worldPos = mul4x3( v.vPos, cModel[0] );
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = vProjPos;
#ifdef _PS3
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
o.projPos.y = -o.projPos.y;
o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
#endif // _PS3
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif
o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
o.vFalloffParams.xyz = v.vFalloffParams;
o.vFalloffParams.w = v.vTexCoord0.z;
texCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
texCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
o.texCoord0_shadowAlpha.xy = texCoord;
#if !defined( _X360 )
{
o.texCoord1_2.xy = texCoord + cTextureJitter[0].xy;
o.texCoord1_2.wz = texCoord - cTextureJitter[0].xy;
o.texCoord3_4.xy = texCoord + cTextureJitter[1].xy;
o.texCoord3_4.wz = texCoord - cTextureJitter[1].xy;
}
#endif
o.texCoord0_shadowAlpha.z = v.vColor.a;
return o;
}
#else // DEFERRED_SHADOWS == 1
struct VS_INPUT
{
float4 vPos : POSITION;
float3 vNormal : NORMAL;
float3 vShadowDir : TEXCOORD0;
float4 vTexCoordBiasScale : TEXCOORD1;
float4 vProjToTex0 : TEXCOORD2;
float4 vProjToTex1 : TEXCOORD3;
float4 vProjToTex2 : TEXCOORD4;
float4 vProjToTex3 : TEXCOORD5;
float3 vFalloffParams : TEXCOORD6;
};
struct VS_OUTPUT
{
#ifdef _PS3
float4 projPos : POSITION;
#else
float4 projPos : POSITION;
#endif
float4 vTexCoordBiasScale : TEXCOORD0;
float4 vProjToTex0 : TEXCOORD1;
float4 vProjToTex1 : TEXCOORD2;
float4 vProjToTex2 : TEXCOORD3;
float4 vProjToTex3 : TEXCOORD4;
float3 vFalloffParams : TEXCOORD5;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldNormal, worldPos;
float2 texCoord;
// obj->world xform currently handled on CPU for batching
/*
worldPos = mul4x3( v.vPos, cModel[0] );
worldNormal = mul3x3( v.vNormal, ( float3x3 )cModel[0] );
*/
worldPos = v.vPos.xyz;
worldNormal = v.vNormal.xyz;
// bounding volume extrusion
if ( dot( worldNormal, v.vShadowDir ) > 0.0 )
{
worldPos += v.vShadowDir;
}
o.vTexCoordBiasScale = v.vTexCoordBiasScale;
o.vProjToTex0 = v.vProjToTex0;
o.vProjToTex1 = v.vProjToTex1;
o.vProjToTex2 = v.vProjToTex2;
o.vProjToTex3 = v.vProjToTex3;
o.vFalloffParams.xyz = v.vFalloffParams;
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = projPos;
return o;
}
#endif