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65 lines
2.1 KiB
65 lines
2.1 KiB
#include "common_vs_fxc.h"
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const float4x3 cModelView : register(SHADER_SPECIFIC_CONST_0);
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const float4x4 cProj : register(SHADER_SPECIFIC_CONST_3);
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// derivative of catmull rom spline courtesy of calc
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float4 DCatmullRomSpline ( float4 a, float4 b, float4 c, float4 d, float t )
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{
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return 0.5 *( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * (3 * b - a - 3 * c + d ) )
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+ t * ( 2 * a - 5 * b + 4 * c - d + 2 * ( t * ( 3 * b - a - 3 * c + d ) ) ) );
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}
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float3 DCatmullRomSpline3 ( float3 a, float3 b, float3 c, float3 d, float t )
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{
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return 0.5 *( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * (3 * b - a - 3 * c + d ) )
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+ t * ( 2 * a - 5 * b + 4 * c - d + 2 * ( t * ( 3 * b - a - 3 * c + d ) ) ) );
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}
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float4 CatmullRomSpline( float4 a, float4 b, float4 c, float4 d, float t )
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{
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return b + 0.5 * t * ( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * ( -a + 3 * b -3 * c + d ) ) );
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}
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vTint : COLOR;
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float4 vParms : POSITION; // T V side_id
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float4 vSplinePt0 : TEXCOORD0; // x y z rad
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float4 vSplinePt1 : TEXCOORD1; // x y z rad
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float4 vSplinePt2 : TEXCOORD2; // x y z rad
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float4 vSplinePt3 : TEXCOORD3; // x y z rad
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float4 argbcolor : COLOR;
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float4 blendfactor0 : TEXCOORD2;
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float4 vScreenPos : TEXCOORD7;
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o;
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float4 posrad =
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CatmullRomSpline( v.vSplinePt0, v.vSplinePt1, v.vSplinePt2, v.vSplinePt3, v.vParms.x );
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float3 v2p = ( posrad.xyz - cEyePos );
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float3 tangent=DCatmullRomSpline3( v.vSplinePt0, v.vSplinePt1, v.vSplinePt2, v.vSplinePt3, v.vParms.x );
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float3 ofs = normalize( cross(v2p, normalize( tangent) ) );
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posrad.xyz += ofs * ( posrad.w * ( v.vParms.z - .5 ) );
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o.projPos = mul( float4(posrad.xyz, 1.0f), cViewProj );
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o.texCoord0 = o.texCoord1 = float2( (1-v.vParms.z), v.vParms.y);
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o.argbcolor = v.vTint;
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o.blendfactor0 = float4(0,0,0,0);
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o.vScreenPos = float4(0,0,0,0);
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return o;
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}
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