You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
140 lines
4.0 KiB
140 lines
4.0 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
// STATIC: "MODEL" "0..1"
|
|
// STATIC: "COLORMODULATE" "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[4] : register( SHADER_SPECIFIC_CONST_1 );
|
|
|
|
const float g_flTime : register( SHADER_SPECIFIC_CONST_5 );
|
|
|
|
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
|
|
#if COLORMODULATE
|
|
float4 vColor : COLOR0;
|
|
#endif
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 vProjPos_POSITION : POSITION;
|
|
#if !defined( _X360 )
|
|
float vFog : FOG;
|
|
#endif
|
|
float4 vBumpTexCoord : TEXCOORD0;
|
|
float3 vTangentEyeVect : TEXCOORD1;
|
|
float3 vWorldNormal : TEXCOORD2;
|
|
float3 vWorldTangent : TEXCOORD3;
|
|
float3 vWorldBinormal : TEXCOORD4;
|
|
float3 vRefractXYW : TEXCOORD5;
|
|
float3 vWorldViewVector : TEXCOORD6;
|
|
#if COLORMODULATE
|
|
float4 vColor : COLOR0;
|
|
#endif
|
|
float4 fogFactorW : COLOR1;
|
|
|
|
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
|
|
};
|
|
|
|
VS_OUTPUT main( const VS_INPUT v )
|
|
{
|
|
VS_OUTPUT o = ( VS_OUTPUT )0;
|
|
|
|
#if COLORMODULATE
|
|
o.vColor = v.vColor;
|
|
#endif
|
|
|
|
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
|
|
|
|
// World normal
|
|
o.vWorldNormal.xyz = normalize( worldNormal.xyz );
|
|
|
|
// Projected position
|
|
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
|
|
o.vProjPos_POSITION = vProjPos;
|
|
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
|
|
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
|
|
//o.projNormal.xyz = mul( worldNormal, cViewProj );
|
|
|
|
// 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 = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
|
|
#if !defined( _X360 )
|
|
o.vFog = o.fogFactorW;
|
|
#endif
|
|
|
|
// Eye vector
|
|
float3 vWorldEyeVect = normalize( cEyePos - vWorldPos );
|
|
o.vWorldViewVector.xyz = -vWorldEyeVect.xyz;
|
|
|
|
// 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] );
|
|
|
|
// Tranform bump coordinates (note wz, not zw)
|
|
o.vBumpTexCoord.w = dot( v.vBaseTexCoord, cBumpTexCoordTransform[2] );
|
|
o.vBumpTexCoord.z = dot( v.vBaseTexCoord, cBumpTexCoordTransform[3] );
|
|
|
|
|
|
// Tangent space transform
|
|
o.vWorldNormal.xyz = normalize( worldNormal.xyz );
|
|
o.vWorldTangent.xyz = worldTangentS.xyz;
|
|
o.vWorldBinormal.xyz = worldTangentT.xyz;
|
|
|
|
return o;
|
|
}
|