You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
81 lines
2.6 KiB
81 lines
2.6 KiB
// DYNAMIC: "DOWATERFOG" "0..1"
|
|
// DYNAMIC: "SKINNING" "0..1"
|
|
|
|
#include "common_vs_fxc.h"
|
|
|
|
static const bool g_bSkinning = SKINNING ? true : false;
|
|
static const int g_FogType = DOWATERFOG;
|
|
|
|
const float4 cShadowTextureMatrix[3] : register( SHADER_SPECIFIC_CONST_0 );
|
|
const float4 cTexOrigin : register( SHADER_SPECIFIC_CONST_3 );
|
|
const float4 cTexScale : register( SHADER_SPECIFIC_CONST_4 );
|
|
|
|
// { Shadow falloff offset, 1/Shadow distance, Shadow scale, 0 }
|
|
const float3 cShadowConstants : register( SHADER_SPECIFIC_CONST_5 );
|
|
#define flShadowFalloffOffset cShadowConstants.x
|
|
#define flOneOverShadowDist cShadowConstants.y
|
|
#define flShadowScale cShadowConstants.z
|
|
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 vPos : POSITION;
|
|
float3 vNormal : NORMAL;
|
|
float4 vBoneWeights : BLENDWEIGHT;
|
|
float4 vBoneIndices : BLENDINDICES;
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 projPos : POSITION; // Projection-space position
|
|
float3 T0 : TEXCOORD0; // PS wants this to be 4D but VS doesn't? (see original asm sources)
|
|
float3 T1 : TEXCOORD1;
|
|
float3 T2 : TEXCOORD2;
|
|
float T3 : TEXCOORD3;
|
|
float4 vColor : COLOR0;
|
|
float fog : FOG;
|
|
};
|
|
|
|
VS_OUTPUT main( const VS_INPUT v )
|
|
{
|
|
VS_OUTPUT o;
|
|
|
|
// Perform skinning
|
|
float3 worldNormal, worldPos;
|
|
SkinPositionAndNormal( g_bSkinning, v.vPos, v.vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
|
|
|
|
// Transform into projection space
|
|
o.projPos = mul( float4( worldPos, 1 ), cViewProj );
|
|
|
|
// Compute fog
|
|
o.fog = CalcNonFixedFunctionFog( worldPos, g_FogType );
|
|
|
|
// Transform position into texture space (from 0 to 1)
|
|
float3 vTexturePos;
|
|
vTexturePos.x = dot( worldPos.xyz, cShadowTextureMatrix[0].xyz );
|
|
vTexturePos.y = dot( worldPos.xyz, cShadowTextureMatrix[1].xyz );
|
|
vTexturePos.z = dot( worldPos.xyz, cShadowTextureMatrix[2].xyz );
|
|
|
|
// Figure out the shadow fade amount
|
|
float flShadowFade = ( vTexturePos.z - flShadowFalloffOffset ) * flOneOverShadowDist;
|
|
|
|
// Offset it into the texture
|
|
o.T0 = vTexturePos * cTexScale + cTexOrigin;
|
|
|
|
// We're doing clipping by using texkill
|
|
o.T1.xyz = vTexturePos.xyz; // Also clips when shadow z < 0 !
|
|
o.T2.xyz = float3( 1.0f, 1.0f, 1.0f ) - vTexturePos.xyz;
|
|
o.T2.z = 1.0f - flShadowFade; // Clips when shadow z > shadow distance
|
|
|
|
// We're doing backface culling by using texkill also (wow yucky)
|
|
// --------------------------------------------------------------
|
|
// Transform z component of normal in texture space
|
|
// If it's negative, then don't draw the pixel
|
|
o.T3 = dot( worldNormal, -cShadowTextureMatrix[2] );
|
|
|
|
// Shadow color, falloff
|
|
o.vColor.xyz = cModulationColor.xyz;
|
|
o.vColor.w = flShadowFade * flShadowScale;
|
|
|
|
return o;
|
|
}
|