source-engine/materialsystem/stdshaders/depthwrite_vs20.fxc

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2020-04-22 16:56:21 +00:00
// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX]
// STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC]
// STATIC: "COLOR_DEPTH" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "MORPHING" "0..1" [vs30]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION;
float2 vTexCoord : TEXCOORD0;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
// Position delta stream
float3 vPosFlex : POSITION1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
#if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does.
float2 texCoord : TEXCOORD0;
#endif
#if COLOR_DEPTH
float4 vWorldPos_projPosZ : TEXCOORD1;
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 vWorldPos;
float4 vPosition = v.vPos;
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, vPosition.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
v.vVertexID, float3(0, 0, 0), vPosition.xyz );
#endif
SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPos );
float4 vProjPos = mul( float4( vWorldPos, 1.0f ), cViewProj );
o.vProjPos = vProjPos;
#if (ONLY_PROJECT_POSITION == 0)
o.texCoord = v.vTexCoord;
#endif
#if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION )
o.vWorldPos_projPosZ.z = vProjPos.z;
o.vWorldPos_projPosZ.w = vProjPos.w;
#endif
return o;
}