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//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1"
// Includes #include "common_vs_fxc.h"
// Globals static const bool g_bSkinning = SKINNING ? true : false;
const float3 g_vTime : register( SHADER_SPECIFIC_CONST_0 ); #define g_flTime1x g_vTime.x #define g_flTime2x g_vTime.y #define g_flTime4x g_vTime.z
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
// Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vNormal : NORMAL; // Normal float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates float4 vUserData : TANGENT; };
struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float4 v2DTangentViewVector01 : TEXCOORD0; float4 vUv01 : TEXCOORD1; float4 v2DTangentViewVector2_vUv2 : TEXCOORD2; };
// Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o;
// Decompress compressed normal and tangent float4 vObjPosition = i.vPos.xyzw; float3 vObjNormal; float4 vObjTangent; DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vObjNormal, vObjTangent );
// Transform the position float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); vWorldNormal.xyz = normalize( vWorldNormal.xyz ); vWorldTangent.xyz = normalize( vWorldTangent.xyz ); vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
// Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); o.vProjPosition = vProjPosition;
// View vector float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz ); float3 vTangentViewVector = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
// Texture coordinates float4 mRotate; float2 vBaseUv = i.vTexCoord0.xy;
// Inner layer mRotate.x = cos( g_flTime4x ); mRotate.y = -sin( g_flTime4x ); mRotate.z = -mRotate.y; mRotate.w = mRotate.x; o.vUv01.xy = ( vBaseUv.xy - 0.5f ) * 1.0f; o.vUv01.xy = float2( dot( o.vUv01.xy, mRotate.xy ), dot( o.vUv01.xy, mRotate.zw ) ); o.vUv01.xy += 0.5f; o.v2DTangentViewVector01.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
// Middle layer mRotate.x = cos( g_flTime2x ); mRotate.y = -sin( g_flTime2x ); mRotate.z = -mRotate.y; mRotate.w = mRotate.x; o.vUv01.wz = ( vBaseUv.xy - 0.5f ) * 1.0f; o.vUv01.wz = float2( dot( o.vUv01.wz, mRotate.xy ), dot( o.vUv01.wz, mRotate.zw ) ); o.vUv01.wz += 0.5f; o.v2DTangentViewVector01.wz = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
// Outer layer mRotate.x = cos( g_flTime1x ); mRotate.y = -sin( g_flTime1x ); mRotate.z = -mRotate.y; mRotate.w = mRotate.x; float2 vUv2 = ( vBaseUv.xy - 0.5f ) * 1.0f; vUv2.xy = float2( dot( vUv2.xy, mRotate.xy ), dot( vUv2.xy, mRotate.zw ) ); vUv2.xy += 0.5f; o.v2DTangentViewVector2_vUv2.wz = vUv2.xy; o.v2DTangentViewVector2_vUv2.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
return o; }
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