mirror of
https://github.com/nillerusr/source-engine.git
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97 lines
2.3 KiB
Plaintext
97 lines
2.3 KiB
Plaintext
// STATIC: "HASALPHAMASK" "0..1"
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// STATIC: "HASSTATICTEXTURE" "0..1"
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// STATIC: "USEALTERNATEVIEW" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "ADDSTATIC" "0..1"
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#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
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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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#if ( USEALTERNATEVIEW == 1 )
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const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 );
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#endif
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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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float2 vMappingTexCoord : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float3 vPortalTexCoord : TEXCOORD0;
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# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
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float2 vSecondaryTexCoord : TEXCOORD1;
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# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
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float2 vTertiaryTexCoord : TEXCOORD2;
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# endif
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# endif
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# if !defined( _X360 )
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float vFog : FOG;
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# endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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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 worldPos;
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SkinPosition(
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g_bSkinning,
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v.vPos,
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v.vBoneWeights, v.vBoneIndices,
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worldPos );
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float4 vTextureProjectedPos;
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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#if ( USEALTERNATEVIEW == 1 )
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vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj );
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#else
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vTextureProjectedPos = o.vProjPos;
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#endif
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#if !defined( _X360 )
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o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE );
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#endif
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o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z );
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//Screen coordinates mapped back to texture coordinates for the portal texture
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o.vPortalTexCoord.x = vTextureProjectedPos.x;
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o.vPortalTexCoord.y = -vTextureProjectedPos.y; // invert Y
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o.vPortalTexCoord.xy = (o.vPortalTexCoord.xy + vTextureProjectedPos.w) * 0.5f;
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o.vPortalTexCoord.z = vTextureProjectedPos.w;
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#if ( USEALTERNATEVIEW == 1 )
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o.vPortalTexCoord.xy = saturate( o.vPortalTexCoord.xy / vTextureProjectedPos.w ) * vTextureProjectedPos.w; //stretch instead of clipping.
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#endif
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# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
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{
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o.vSecondaryTexCoord = v.vMappingTexCoord.xy;
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# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
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o.vTertiaryTexCoord = v.vMappingTexCoord.xy;
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# endif
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}
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# endif
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return o;
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}
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