mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
69 lines
1.8 KiB
Plaintext
69 lines
1.8 KiB
Plaintext
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
|
|
|
|
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
|
|
// DYNAMIC: "SKINNING" "0..1"
|
|
// DYNAMIC: "MORPHING" "0..1" [vs30]
|
|
|
|
// Includes
|
|
#include "common_vs_fxc.h"
|
|
|
|
// Globals
|
|
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
|
|
|
|
// Structs
|
|
struct VS_INPUT
|
|
{
|
|
float4 vPos : POSITION; // Position
|
|
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
|
|
float4 vBoneIndices : BLENDINDICES; // Skin indices
|
|
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
|
|
|
|
float3 vPosFlex : POSITION1; // Delta positions for flexing
|
|
|
|
#ifdef SHADER_MODEL_VS_3_0
|
|
float vVertexID : POSITION2;
|
|
#endif
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 vProjPosition : POSITION; // Projection-space position
|
|
float2 vTexCoord0 : TEXCOORD0;
|
|
};
|
|
|
|
// Main
|
|
VS_OUTPUT main( const VS_INPUT i )
|
|
{
|
|
VS_OUTPUT o;
|
|
|
|
float4 vObjPosition = i.vPos;
|
|
|
|
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
|
|
ApplyMorph( i.vPosFlex, vObjPosition.xyz );
|
|
#else
|
|
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz );
|
|
#endif
|
|
|
|
// Transform the position
|
|
float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
|
|
SkinPosition( g_bSkinning, vObjPosition, i.vBoneWeights, i.vBoneIndices, vWorldPosition );
|
|
|
|
// Transform into projection space
|
|
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
|
|
o.vProjPosition = vProjPosition;
|
|
|
|
// Pass through tex coords
|
|
o.vTexCoord0.xy = i.vTexCoord0.xy;
|
|
|
|
return o;
|
|
}
|