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https://github.com/nillerusr/source-engine.git
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107 lines
3.2 KiB
Plaintext
107 lines
3.2 KiB
Plaintext
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// STATIC: "BASETEXTURE" "0..1"
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#include "common_vs_fxc.h"
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_3 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vNormal : NORMAL;
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float4 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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float2 vLightmapTexCoordOffset : TEXCOORD2;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos_POSITION : POSITION;
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float vFog : FOG;
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float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0;
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float3 vTangentEyeVect : TEXCOORD1;
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float4 vReflectXY_vRefractYX : TEXCOORD2;
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float W : TEXCOORD3;
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float4 vProjPos : TEXCOORD4;
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float screenCoord : TEXCOORD5;
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#if BASETEXTURE
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HALF4 lightmapTexCoord1And2 : TEXCOORD6;
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HALF4 lightmapTexCoord3 : TEXCOORD7;
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#endif
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float4 fogFactorW : COLOR1;
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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 = ( VS_OUTPUT )0;
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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// Projected position
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float4 vProjPos = mul( v.vPos, cModelViewProj );
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o.vProjPos = o.vProjPos_POSITION = vProjPos;
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// Project tangent basis
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float2 vProjTangentS = mul( v.vTangentS, cViewProj );
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float2 vProjTangentT = mul( v.vTangentT, cViewProj );
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// Map projected position to the reflection texture
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float2 vReflectPos;
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vReflectPos.x = -vProjPos.x;
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vReflectPos.y = -vProjPos.y; // invert Y
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vReflectPos = (vReflectPos + vProjPos.w) * 0.5f;
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// Map projected position to the refraction texture
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float2 vRefractPos;
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vRefractPos.x = vProjPos.x;
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vRefractPos.y = -vProjPos.y; // invert Y
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vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
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// Reflection transform
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o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x );
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o.W = vProjPos.w;
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o.screenCoord = vProjPos.x;
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// Compute fog based on the position
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float3 vWorldPos = mul( v.vPos, cModel[0] );
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o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
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// Eye vector
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float3 vWorldEyeVect = cEyePos - vWorldPos;
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// Transform to the tangent space
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o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS );
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o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT );
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o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal );
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// Tranform bump coordinates
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o.vBumpTexCoordXY_vTexCoordXY.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
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o.vBumpTexCoordXY_vTexCoordXY.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
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#if BASETEXTURE
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o.vBumpTexCoordXY_vTexCoordXY.z = dot( v.vBaseTexCoord, cBaseTextureTransform[0] );
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o.vBumpTexCoordXY_vTexCoordXY.w = dot( v.vBaseTexCoord, cBaseTextureTransform[1] );
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
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// reversed component order
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
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o.lightmapTexCoord3.xy = lightmapTexCoord3;
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#else
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o.vBumpTexCoordXY_vTexCoordXY.z = 0.0f;
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o.vBumpTexCoordXY_vTexCoordXY.w = 0.0f;
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#endif
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return o;
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}
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