Counter Strike : Global Offensive Source Code
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//============ Copyright (c) Valve Corporation, All rights reserved. ============
// STATIC: "BASETEXTURE" "0..1"
// STATIC: "MULTITEXTURE" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "LIGHTMAPWATERFOG" "0..1"
// STATIC: "FLOWMAP" "0..1"
// Multitexture and basetexture are mutually exclusive.
// SKIP: $MULTITEXTURE && $BASETEXTURE
// flowmap doesn't play with multitexture or basetexture
// SKIP: $FLOWMAP && $MULTITEXTURE
// Have to have the flashlight on to get flashlightshadows.
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// basetexture doesn't work with flashlight or lightmapwaterfog. multitexture doesn't either. We don't use basetexture or multitexture in newer code and instead use flowmap and flashlight.
// SKIP: ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE )
#include "common_vs_fxc.h"
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
#if FLASHLIGHT
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_4 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
float2 vLightmapTexCoord : TEXCOORD1;
float2 vLightmapTexCoordOffset : TEXCOORD2;
float3 vTangentS : TANGENT;
float3 vTangentT : BINORMAL0;
};
struct VS_OUTPUT
{
float4 vProjPos_POSITION : POSITION;
#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
float fog : FOG;
#endif
float2 vBumpTexCoord : TEXCOORD0;
float3 vPositionToCameraRayWs : TEXCOORD1;
float4 vReflectXY_vRefractYX : TEXCOORD2;
float4 vProjPos : TEXCOORD3;
float3 worldPos : TEXCOORD4;
#if FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD5;
#endif
#if MULTITEXTURE
float4 vExtraBumpTexCoord : TEXCOORD5;
#endif
#if ( BASETEXTURE && !FLOWMAP )
float4 lightmapTexCoord1And2 : TEXCOORD5;
float2 lightmapTexCoord3 : TEXCOORD6;
#endif
#if LIGHTMAPWATERFOG
float2 lightmapTexCoord : TEXCOORD7;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float3 vObjNormal;
DecompressVertex_Normal( v.vNormal, vObjNormal );
// Projected position
float3 vWorldPos = mul4x3( v.vPos, cModel[0] );
float4 vProjPos = mul( float4( vWorldPos, 1 ), cViewProj );
o.vProjPos = o.vProjPos_POSITION = vProjPos;
// Project tangent basis
float2 vProjTangentS = mul( v.vTangentS, cViewProj ).xy;
float2 vProjTangentT = mul( v.vTangentT, cViewProj ).xy;
// Map projected position to the reflection texture
float2 vReflectPos;
vReflectPos = (vProjPos.xy + vProjPos.w) * 0.5f;
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPos.x;
vRefractPos.y = -vProjPos.y; // invert Y
vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
// Reflection transform
o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x );
#ifdef _PS3
// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
o.vProjPos_POSITION.y = -o.vProjPos_POSITION.y;
o.vProjPos_POSITION.z = 2.0f * o.vProjPos_POSITION.z - o.vProjPos_POSITION.w;
#endif // _PS3
// Compute fog based on the position
o.worldPos = vWorldPos;
#if ( !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) )
{
o.fog = CalcFixedFunctionFog( vWorldPos, FOGTYPE_RANGE );
}
#endif
// Eye vector
float3 vPositionToCameraRayWs = cEyePos.xyz - vWorldPos.xyz;
// Transform to the tangent space
//o.vTangentEyeVect.x = dot( vPositionToCameraRayWs, v.vTangentS );
//o.vTangentEyeVect.y = dot( vPositionToCameraRayWs, v.vTangentT );
//o.vTangentEyeVect.z = dot( vPositionToCameraRayWs, vObjNormal );
o.vPositionToCameraRayWs.xyz = vPositionToCameraRayWs.xyz;
// Tranform bump coordinates
o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y;
float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x;
#if ( MULTITEXTURE )
{
o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z;
o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w;
}
#endif
#if ( BASETEXTURE && !FLOWMAP )
{
o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
// reversed component order
o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
o.lightmapTexCoord3.xy = lightmapTexCoord3;
}
#endif
#if LIGHTMAPWATERFOG
{
o.lightmapTexCoord.xy = v.vLightmapTexCoord.xy;
}
#endif
#if FLASHLIGHT
{
o.flashlightSpacePos = TransformFlashlightWorldToTexture( vWorldPos, g_FlashlightWorldToTexture );
}
#endif
return o;
}