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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cloak_blended_pass_vs20.fxc | |
| download | archived-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')
| -rw-r--r-- | materialsystem/stdshaders/cloak_blended_pass_vs20.fxc | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloak_blended_pass_vs20.fxc b/materialsystem/stdshaders/cloak_blended_pass_vs20.fxc new file mode 100644 index 0000000..dff4054 --- /dev/null +++ b/materialsystem/stdshaders/cloak_blended_pass_vs20.fxc @@ -0,0 +1,132 @@ +//========= 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; +} |