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.
82 lines
2.6 KiB
82 lines
2.6 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
|
|
|
|
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
|
|
#include "common_fog_vs_fxc.h"
|
|
// DYNAMIC: "SKINNING" "0..1"
|
|
// DYNAMIC: "WORLD_NORMAL" "0..1" [PC]
|
|
// DYNAMIC: "WORLD_NORMAL" "0..0" [CONSOLE]
|
|
|
|
#include "common_vs_fxc.h"
|
|
|
|
static const bool g_bSkinning = SKINNING ? true : false;
|
|
static const int g_FogType = DOWATERFOG;
|
|
|
|
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
|
|
const float4 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 ); // 2 & 3
|
|
|
|
const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_4 );
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 vPos : POSITION;
|
|
float4 vBoneWeights : BLENDWEIGHT;
|
|
float4 vBoneIndices : BLENDINDICES;
|
|
// make these float2's and stick the [n n 0 1] in the dot math.
|
|
float4 vTexCoord0 : TEXCOORD0;
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 projPos : POSITION; // Projection-space position
|
|
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
|
|
float fog : FOG;
|
|
#endif
|
|
float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
|
|
float2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
|
|
|
|
float4 vColor : COLOR0;
|
|
};
|
|
|
|
VS_OUTPUT main( const VS_INPUT v )
|
|
{
|
|
VS_OUTPUT o = ( VS_OUTPUT )0;
|
|
|
|
float4 vPosition = v.vPos;
|
|
|
|
// Perform skinning
|
|
float3 worldNormal, worldPos;
|
|
SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, worldPos );
|
|
|
|
// Transform into projection space
|
|
float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
|
|
o.projPos = projPos;
|
|
|
|
#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
|
|
|
|
// Needed for water fog alpha;
|
|
o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z ); // FIXME: we shouldn't have to compute this all thie time.
|
|
|
|
#if WORLD_NORMAL
|
|
{
|
|
o.worldPos_projPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
|
|
}
|
|
#endif
|
|
|
|
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); // Base texture coordinates
|
|
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
|
|
o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] ); // Secondary texture coordinates
|
|
o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
|
|
|
|
o.vColor = cModulationColor;
|
|
|
|
return o;
|
|
}
|