Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "TEETH" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_fog_vs_supportsvertexfog_fxc.h"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
static const bool g_bTeeth = TEETH ? true: false;
const float4 cLightPosition : register( SHADER_SPECIFIC_CONST_0 );
const float4 cWorldToTextureTransform[4] : register( SHADER_SPECIFIC_CONST_1 );
const float4 cAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
const float4 cTeethAttenuationConst : register( SHADER_SPECIFIC_CONST_10 );
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float2 vBaseTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION; // Projection-space position
#if !defined( _X360 ) && !defined( _PS3 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float4 spotTexCoord : TEXCOORD0;
float2 baseTexCoord : TEXCOORD1;
float3 vWorldToLight : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
//float2 detailCoords : TEXCOORD4;
float3 worldPos : TEXCOORD5;
#if HARDWAREFOGBLEND || DOPIXELFOG
float3 projPos_fogFactorW : TEXCOORD6;
#else
float4 projPos_fogFactorW : TEXCOORD6;
#endif
float4 vDiffuse : COLOR0;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
// Perform skinning
float3 worldNormal, worldPos;
SkinPositionAndNormal(
g_bSkinning,
v.vPos, v.vNormal.xyz,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal );
if( g_bSkinning )
{
worldNormal = normalize( worldNormal );
}
o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
#ifdef _PS3
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
o.vProjPos.y = -o.vProjPos.y;
o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w;
#endif // _PS3
o.worldPos = worldPos;
o.projPos_fogFactorW.xyz = o.vProjPos.xyz;
#if HARDWAREFOGBLEND
o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
#endif
#if !DOPIXELFOG && !HARDWAREFOGBLEND
o.projPos_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
#endif
o.spotTexCoord.x = dot( worldPos, cWorldToTextureTransform[0].xyz ) + cWorldToTextureTransform[0].w;
o.spotTexCoord.y = dot( worldPos, cWorldToTextureTransform[1].xyz ) + cWorldToTextureTransform[1].w;
o.spotTexCoord.z = dot( worldPos, cWorldToTextureTransform[2].xyz ) + cWorldToTextureTransform[2].w;
o.spotTexCoord.w = dot( worldPos, cWorldToTextureTransform[3].xyz ) + cWorldToTextureTransform[3].w;
o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w;
o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w;
float3 vWorldPosToLight = cLightPosition.xyz - worldPos;
o.vWorldToLight = vWorldPosToLight;
float3 distatten;
distatten.z = dot( vWorldPosToLight, vWorldPosToLight );
distatten.y = rsqrt( distatten.z );
distatten.x = 1.0f;
float dist = distatten.z * distatten.y;
distatten.z = 1 / distatten.z;
float endFalloffFactor = dist - cAttenuationFactors.w;
endFalloffFactor *= cLightPosition.w;
endFalloffFactor = saturate( endFalloffFactor );
float vertAtten = dot( distatten, cAttenuationFactors.xyz ) * endFalloffFactor;
if( g_bTeeth )
{
float mouthAtten = dot( worldNormal.xyz, cTeethAttenuationConst.xyz );
mouthAtten = max( mouthAtten, 0.0f );
mouthAtten *= cTeethAttenuationConst.w;
vertAtten *= mouthAtten;
}
o.vDiffuse = vertAtten;
o.worldNormal = worldNormal;
return o;
}