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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cloak_blended_pass_vs20.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/cloak_blended_pass_vs20.fxc')
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+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// STATIC: "BUMPMAP" "0..1"
+
+// 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;
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+
+#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 vNormal : NORMAL; // Normal
+ float4 vBoneWeights : BLENDWEIGHT; // Skin weights
+ float4 vBoneIndices : BLENDINDICES; // Skin indices
+ float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
+
+ #if BUMPMAP
+ float4 vTangent : TANGENT;
+ #endif
+
+ // Position and normal/tangent deltas
+ float3 vPosFlex : POSITION1;
+ float3 vNormalFlex : NORMAL1;
+
+ #ifdef SHADER_MODEL_VS_3_0
+ float vVertexID : POSITION2;
+ #endif
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPosition : POSITION; // Projection-space position
+ float3 vWorldNormal : TEXCOORD0; // World-space normal
+ float3 vProjPosForRefract : TEXCOORD1;
+ float3 vWorldViewVector : TEXCOORD2;
+
+ #if BUMPMAP
+ float3x3 mTangentSpaceTranspose : TEXCOORD3;
+ // second row : TEXCOORD4;
+ // third row : TEXCOORD5;
+ float2 vTexCoord0 : TEXCOORD6;
+ #endif
+};
+
+// Main
+VS_OUTPUT main( const VS_INPUT i )
+{
+ VS_OUTPUT o;
+
+ // Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
+ float4 vObjPosition = i.vPos;
+ float3 vObjNormal;
+
+ #if BUMPMAP
+ float4 vObjTangent;
+ DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );
+
+ #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
+ #else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
+ #endif
+ #else // !BUMPMAP
+ DecompressVertex_Normal( i.vNormal, vObjNormal );
+
+ #if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
+ ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal );
+ #else
+ ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ),
+ vObjPosition.xyz, vObjNormal );
+ #endif
+ #endif
+
+ // Transform the position
+ float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
+ #if BUMPMAP
+ float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
+ SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
+ #else
+ SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal );
+ #endif
+ o.vWorldNormal.xyz = normalize( vWorldNormal.xyz );
+
+ // Transform into projection space
+ float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
+ o.vProjPosition = vProjPosition;
+
+ // Map projected position to the refraction texture
+ float2 vRefractPos;
+ vRefractPos.x = vProjPosition.x;
+ vRefractPos.y = -vProjPosition.y; // Invert Y
+ vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f;
+ o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
+
+ // View vector
+ float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
+ o.vWorldViewVector.xyz = vWorldViewVector.xyz;
+
+ // Tangent space transform
+ #if BUMPMAP
+ o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
+ o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
+ o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
+ #endif
+
+ // Texture coordinates
+ #if BUMPMAP
+ o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
+ o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
+ #endif
+
+ return o;
+}