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