Counter Strike : Global Offensive Source Code
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//========== 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;
}