Counter Strike : Global Offensive Source Code
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
2.8 KiB

//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
#include "common_vs_fxc.h"
const float4 g_baseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
static const bool g_bSkinning = SKINNING ? true : false;
struct VS_INPUT
{
float4 vPos : POSITION;
float2 vTexCoord : TEXCOORD0;
float4 vNormal : NORMAL;
float4 vTangent : TANGENT;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
};
struct VS_OUTPUT
{
float4 vProjPos_POSITION : POSITION;
//float4 lightAtten : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3x3 tangentSpaceTranspose : TEXCOORD4;
// second row : TEXCOORD5;
// third row : TEXCOORD6;
float4 vProjPos : TEXCOORD7;
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
float4 vPosition, vTangent;
float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
vPosition = i.vPos;
// Perform skinning
DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vNormal, vTangent );
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
i.vBoneWeights, i.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
worldTangentS = normalize( worldTangentS );
worldTangentT = normalize( worldTangentT );
worldNormal = normalize( worldNormal );
// Tangent space transform
o.tangentSpaceTranspose[0].xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1].xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2].xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
o.worldPos = worldPos;
o.vProjPos = o.vProjPos_POSITION = mul( float4( worldPos, 1.0f ), cViewProj );
//o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
//o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
//o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
//o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
//o.vBaseUV_PatternUV.xy = i.vTexCoord;
//
//o.vBaseUV_PatternUV.z = dot ( i.vTexCoord, g_baseTextureTransform[0].xy ) + g_baseTextureTransform[0].w;
//o.vBaseUV_PatternUV.w = dot ( i.vTexCoord, g_baseTextureTransform[1].xy ) + g_baseTextureTransform[1].w;
//
//o.vWearUV_GrungeUV.x = dot ( i.vTexCoord, g_wearTexCoordTransform[0].xy ) + g_wearTexCoordTransform[0].w;
//o.vWearUV_GrungeUV.y = dot ( i.vTexCoord, g_wearTexCoordTransform[1].xy ) + g_wearTexCoordTransform[1].w;
//
//o.vWearUV_GrungeUV.z = dot ( i.vTexCoord, g_grungeTexCoordTransform[0].xy ) + g_grungeTexCoordTransform[0].w;
//o.vWearUV_GrungeUV.w = dot ( i.vTexCoord, g_grungeTexCoordTransform[1].xy ) + g_grungeTexCoordTransform[1].w;
return o;
}