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https://github.com/nillerusr/source-engine.git
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104 lines
3.5 KiB
Plaintext
104 lines
3.5 KiB
Plaintext
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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static const bool g_bSkinning = SKINNING ? true : false;
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const float3 g_vTime : register( SHADER_SPECIFIC_CONST_0 );
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#define g_flTime1x g_vTime.x
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#define g_flTime2x g_vTime.y
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#define g_flTime4x g_vTime.z
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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// Structs
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vNormal : NORMAL; // Normal
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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float4 vUserData : TANGENT;
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};
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struct VS_OUTPUT
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{
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float4 vProjPosition : POSITION; // Projection-space position
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float4 v2DTangentViewVector01 : TEXCOORD0;
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float4 vUv01 : TEXCOORD1;
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float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o;
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// Decompress compressed normal and tangent
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float4 vObjPosition = i.vPos.xyzw;
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float3 vObjNormal;
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float4 vObjTangent;
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DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vObjNormal, vObjTangent );
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// Transform the position
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
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float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
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float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
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float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
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SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
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vWorldNormal.xyz = normalize( vWorldNormal.xyz );
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vWorldTangent.xyz = normalize( vWorldTangent.xyz );
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vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
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// Transform into projection space
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
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o.vProjPosition = vProjPosition;
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// View vector
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float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
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float3 vTangentViewVector = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
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// Texture coordinates
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float4 mRotate;
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float2 vBaseUv = i.vTexCoord0.xy;
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// Inner layer
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mRotate.x = cos( g_flTime4x );
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mRotate.y = -sin( g_flTime4x );
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mRotate.z = -mRotate.y;
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mRotate.w = mRotate.x;
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o.vUv01.xy = ( vBaseUv.xy - 0.5f ) * 1.0f;
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o.vUv01.xy = float2( dot( o.vUv01.xy, mRotate.xy ), dot( o.vUv01.xy, mRotate.zw ) );
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o.vUv01.xy += 0.5f;
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o.v2DTangentViewVector01.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
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// Middle layer
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mRotate.x = cos( g_flTime2x );
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mRotate.y = -sin( g_flTime2x );
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mRotate.z = -mRotate.y;
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mRotate.w = mRotate.x;
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o.vUv01.wz = ( vBaseUv.xy - 0.5f ) * 1.0f;
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o.vUv01.wz = float2( dot( o.vUv01.wz, mRotate.xy ), dot( o.vUv01.wz, mRotate.zw ) );
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o.vUv01.wz += 0.5f;
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o.v2DTangentViewVector01.wz = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
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// Outer layer
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mRotate.x = cos( g_flTime1x );
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mRotate.y = -sin( g_flTime1x );
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mRotate.z = -mRotate.y;
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mRotate.w = mRotate.x;
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float2 vUv2 = ( vBaseUv.xy - 0.5f ) * 1.0f;
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vUv2.xy = float2( dot( vUv2.xy, mRotate.xy ), dot( vUv2.xy, mRotate.zw ) );
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vUv2.xy += 0.5f;
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o.v2DTangentViewVector2_vUv2.wz = vUv2.xy;
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o.v2DTangentViewVector2_vUv2.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
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return o;
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}
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