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// STATIC: "MODEL" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false; static const bool g_bModel = MODEL ? true : false;
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
struct VS_INPUT { float4 vPos : POSITION; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; float4 vNormal : NORMAL; float4 vBaseTexCoord : TEXCOORD0; #if !MODEL float3 vTangentS : TANGENT; float3 vTangentT : BINORMAL0; #else float4 vUserData : TANGENT; #endif };
struct VS_OUTPUT { float4 vProjPos_POSITION : POSITION; float vFog : FOG; float2 vBumpTexCoord : TEXCOORD0; float3 vTangentEyeVect : TEXCOORD1; float3x3 tangentSpaceTranspose : TEXCOORD2; float3 vRefractXYW : TEXCOORD5; float4 projNormal_screenCoordW : TEXCOORD6; float4 worldPos_projPosZ : TEXCOORD7; float4 fogFactorW : COLOR1; };
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
float3 vObjNormal; #if MODEL float4 vObjTangent; DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
SkinPositionNormalAndTangentSpace( g_bSkinning, v.vPos, vObjNormal, vObjTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT ); #else DecompressVertex_Normal( v.vNormal, vObjNormal );
worldPos = mul( v.vPos, cModel[0] ); worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] ); worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] ); worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); #endif
// Projected position float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); o.vProjPos_POSITION = vProjPos; o.projNormal_screenCoordW.xyz = mul( worldNormal, cViewProj ); o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
// 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;
// Refraction transform o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
// Compute fog based on the position float3 vWorldPos = mul( v.vPos, cModel[0] ); o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
// Eye vector float3 vWorldEyeVect = cEyePos - vWorldPos; // Transform to the tangent space o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS ); o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT ); o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
// Tranform bump coordinates o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
o.tangentSpaceTranspose[0] = worldTangentS; o.tangentSpaceTranspose[1] = worldTangentT; o.tangentSpaceTranspose[2] = worldNormal;
return o; }
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