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109 lines
4.0 KiB
109 lines
4.0 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "MIRROR" "0..1"
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// STATIC: "NORMALMAP" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4"
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#include "common_vs_fxc.h"
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const float4 g_patternTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
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const float4 g_const2 : register( SHADER_SPECIFIC_CONST_2 );
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#define g_flAspectRatioHeight g_const2.x
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static const bool g_bSkinning = SKINNING ? true : false;
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float2 vTexCoord : TEXCOORD0;
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float4 vNormal : NORMAL;
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#if ( NORMALMAP == 1 )
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float4 vTangent : TANGENT;
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#endif
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float4 vBaseUV_PatternUV : TEXCOORD0;
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float4 lightAtten : TEXCOORD2;
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float3 worldPos : TEXCOORD3;
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#if ( NORMALMAP == 1 )
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float3x3 tangentSpaceTranspose : TEXCOORD4;
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// second row : TEXCOORD5;
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// third row : TEXCOORD6;
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#else
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float3 vWorldNormal : TEXCOORD4;
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#endif
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o;
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float4 vPosition, vTangent;
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float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
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vPosition = i.vPos;
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// Perform skinning
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#if ( NORMALMAP == 0 )
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DecompressVertex_Normal( i.vNormal, vNormal );
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SkinPositionAndNormal( g_bSkinning, vPosition, vNormal, i.vBoneWeights, i.vBoneIndices, worldPos, worldNormal );
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worldNormal = normalize( worldNormal );
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o.vWorldNormal = worldNormal;
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#else
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DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vNormal, vTangent );
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
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i.vBoneWeights, i.vBoneIndices, worldPos,
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worldNormal, worldTangentS, worldTangentT );
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worldTangentS = normalize( worldTangentS );
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worldTangentT = normalize( worldTangentT );
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worldNormal = normalize( worldNormal );
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// Tangent space transform
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o.tangentSpaceTranspose[0].xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
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o.tangentSpaceTranspose[1].xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
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o.tangentSpaceTranspose[2].xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
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#endif
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// Bump out the decal so it doesn't z-fight with coplanar polys.
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// This means we don't have to push decal faces in content, and may dial this value globally if needed.
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worldPos -= normalize( worldPos.xyz - cEyePos.xyz ) * 0.05;
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o.worldPos = worldPos;
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o.vProjPos = mul( float4( worldPos, 1.0f ), cViewProj );
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0 );
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1 );
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2 );
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3 );
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o.vBaseUV_PatternUV.xy = i.vTexCoord;
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#if (MIRROR == 0)
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o.vBaseUV_PatternUV.z = dot ( i.vTexCoord, g_patternTexCoordTransform[0].xy ) + g_patternTexCoordTransform[0].w;
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o.vBaseUV_PatternUV.w = dot ( i.vTexCoord, g_patternTexCoordTransform[1].xy ) + g_patternTexCoordTransform[1].w;
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#else
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float2 flippedTexCoord = float2( 1.0f - i.vTexCoord.x, i.vTexCoord.y );
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o.vBaseUV_PatternUV.z = dot ( flippedTexCoord, g_patternTexCoordTransform[0].xy ) + g_patternTexCoordTransform[0].w;
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o.vBaseUV_PatternUV.w = dot ( flippedTexCoord, g_patternTexCoordTransform[1].xy ) + g_patternTexCoordTransform[1].w;
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#endif
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//maintain input texture aspect ratio
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o.vBaseUV_PatternUV.zw = float2( o.vBaseUV_PatternUV.z, ( (o.vBaseUV_PatternUV.w - 0.5f) * g_flAspectRatioHeight ) + 0.5f );
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//o.vWearUV_GrungeUV.x = dot ( i.vTexCoord, g_wearTexCoordTransform[0].xy ) + g_wearTexCoordTransform[0].w;
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//o.vWearUV_GrungeUV.y = dot ( i.vTexCoord, g_wearTexCoordTransform[1].xy ) + g_wearTexCoordTransform[1].w;
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//o.vWearUV_GrungeUV.z = dot ( i.vTexCoord, g_grungeTexCoordTransform[0].xy ) + g_grungeTexCoordTransform[0].w;
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//o.vWearUV_GrungeUV.w = dot ( i.vTexCoord, g_grungeTexCoordTransform[1].xy ) + g_grungeTexCoordTransform[1].w;
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return o;
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}
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