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https://github.com/nillerusr/source-engine.git
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104 lines
3.0 KiB
Plaintext
104 lines
3.0 KiB
Plaintext
// STATIC: "MODEL" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const bool g_bModel = MODEL ? true : false;
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vBaseTexCoord : TEXCOORD0;
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#if !MODEL
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL0;
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#else
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float4 vUserData : TANGENT;
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#endif
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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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float2 vBumpTexCoord : TEXCOORD0;
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float3 vTangentEyeVect : TEXCOORD1;
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float3x3 tangentSpaceTranspose : TEXCOORD2;
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float3 vRefractXYW : TEXCOORD5;
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float4 projNormal_screenCoordW : TEXCOORD6;
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float4 worldPos_projPosZ : TEXCOORD7;
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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 worldNormal, worldPos, worldTangentS, worldTangentT;
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float3 vObjNormal;
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#if MODEL
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float4 vObjTangent;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
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SkinPositionNormalAndTangentSpace(
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g_bSkinning,
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v.vPos, vObjNormal, vObjTangent,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal, worldTangentS, worldTangentT );
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#else
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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worldPos = mul( v.vPos, cModel[0] );
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worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
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worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
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worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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#endif
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// Projected position
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos_POSITION = vProjPos;
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o.projNormal_screenCoordW.xyz = mul( worldNormal, cViewProj );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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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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// Refraction transform
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o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
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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, worldTangentS );
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o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
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o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
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// Tranform bump coordinates
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o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
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o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
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o.tangentSpaceTranspose[0] = worldTangentS;
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o.tangentSpaceTranspose[1] = worldTangentT;
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o.tangentSpaceTranspose[2] = worldNormal;
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return o;
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}
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