mirror of
https://github.com/nillerusr/source-engine.git
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111 lines
3.5 KiB
Plaintext
111 lines
3.5 KiB
Plaintext
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//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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static const bool g_bSkinning = SKINNING ? true : false;
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const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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// Structs
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vNormal : NORMAL; // Normal
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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float4 vTangent : TANGENT;
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};
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struct VS_OUTPUT
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{
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float4 vProjPosition : POSITION; // Projection-space position
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float3 vWorldNormal : TEXCOORD0; // World-space normal
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float3 vWorldTangent : TEXCOORD1;
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float3 vWorldBinormal : TEXCOORD2;
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float3 vProjPosForRefract : TEXCOORD3;
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float3 vWorldViewVector : TEXCOORD4;
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float4 vUv0 : TEXCOORD5;
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float4 vUv1 : TEXCOORD6;
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float2 vUvGroundNoise : TEXCOORD7;
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o;
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float4 vObjPosition = i.vPos;
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float4 vObjTangent = i.vTangent;
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float3 vObjNormal;
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DecompressVertex_Normal( i.vNormal, vObjNormal );
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// Transform the position
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
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float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
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float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
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float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
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SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
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vWorldNormal.xyz = normalize( vWorldNormal.xyz );
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vWorldTangent.xyz = normalize( vWorldTangent.xyz );
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vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
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o.vWorldNormal.xyz = vWorldNormal.xyz;
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o.vWorldTangent.xyz = vWorldTangent.xyz;
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o.vWorldBinormal.xyz = vWorldBinormal.xyz;
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// Transform into projection space
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
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o.vProjPosition = vProjPosition;
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// Map projected position to the refraction texture
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float2 vRefractPos;
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vRefractPos.x = vProjPosition.x;
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vRefractPos.y = -vProjPosition.y; // Invert Y
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vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f;
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o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
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// View vector
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float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
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o.vWorldViewVector.xyz = vWorldViewVector.xyz;
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// Tangent space transform
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//o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
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//o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
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//o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
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// Texture coordinates
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float2 vBaseUv;
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vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
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vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
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// Bump layer 0
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float2 vUv0 = vBaseUv.xy;
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float2 vUv0Scroll = vBaseUv.xy * 3.0f;
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vUv0Scroll.y -= g_flTime * 0.1f;
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o.vUv0.xy = vUv0.xy;
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o.vUv0.wz = vUv0Scroll.xy;
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// Bump layer 1
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float2 vUv1 = vBaseUv.xy * 8.0f;
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float2 vUv1Scroll = vBaseUv.xy * 16.0f;
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vUv1Scroll.y -= g_flTime * 0.1f;
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o.vUv1.xy = vUv1.xy;
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o.vUv1.wz = vUv1Scroll.xy;
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// Ground noise
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o.vUvGroundNoise.xy = vBaseUv.xy;
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o.vUvGroundNoise.x *= 3.5f;
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o.vUvGroundNoise.y *= 0.2105f;
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o.vUvGroundNoise.y -= g_flTime * 0.04f;
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return o;
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}
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