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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/lightmappedreflective_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/lightmappedreflective_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/lightmappedreflective_vs20.fxc | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/lightmappedreflective_vs20.fxc b/materialsystem/stdshaders/lightmappedreflective_vs20.fxc new file mode 100644 index 0000000..b5a37b1 --- /dev/null +++ b/materialsystem/stdshaders/lightmappedreflective_vs20.fxc @@ -0,0 +1,106 @@ +// STATIC: "BASETEXTURE" "0..1" + +#include "common_vs_fxc.h" + +const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); +const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_3 ); + +struct VS_INPUT +{ + float4 vPos : POSITION; + float4 vNormal : NORMAL; + float4 vBaseTexCoord : TEXCOORD0; + float2 vLightmapTexCoord : TEXCOORD1; + float2 vLightmapTexCoordOffset : TEXCOORD2; + float3 vTangentS : TANGENT; + float3 vTangentT : BINORMAL0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos_POSITION : POSITION; + float vFog : FOG; + float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0; + float3 vTangentEyeVect : TEXCOORD1; + float4 vReflectXY_vRefractYX : TEXCOORD2; + float W : TEXCOORD3; + float4 vProjPos : TEXCOORD4; + float screenCoord : TEXCOORD5; +#if BASETEXTURE + HALF4 lightmapTexCoord1And2 : TEXCOORD6; + HALF4 lightmapTexCoord3 : TEXCOORD7; +#endif + float4 fogFactorW : COLOR1; +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 vObjNormal; + DecompressVertex_Normal( v.vNormal, vObjNormal ); + + // Projected position + float4 vProjPos = mul( v.vPos, cModelViewProj ); + o.vProjPos = o.vProjPos_POSITION = vProjPos; + + // Project tangent basis + float2 vProjTangentS = mul( v.vTangentS, cViewProj ); + float2 vProjTangentT = mul( v.vTangentT, cViewProj ); + + // Map projected position to the reflection texture + float2 vReflectPos; + vReflectPos.x = -vProjPos.x; + vReflectPos.y = -vProjPos.y; // invert Y + vReflectPos = (vReflectPos + vProjPos.w) * 0.5f; + + // Map projected position to the refraction texture + float2 vRefractPos; + vRefractPos.x = vProjPos.x; + vRefractPos.y = -vProjPos.y; // invert Y + vRefractPos = (vRefractPos + vProjPos.w) * 0.5f; + + // Reflection transform + o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); + o.W = vProjPos.w; + + o.screenCoord = vProjPos.x; + + // Compute fog based on the position + float3 vWorldPos = mul( v.vPos, cModel[0] ); + o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); + + // Eye vector + float3 vWorldEyeVect = cEyePos - vWorldPos; + // Transform to the tangent space + o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS ); + o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT ); + o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal ); + + // Tranform bump coordinates + o.vBumpTexCoordXY_vTexCoordXY.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); + o.vBumpTexCoordXY_vTexCoordXY.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); + +#if BASETEXTURE + o.vBumpTexCoordXY_vTexCoordXY.z = dot( v.vBaseTexCoord, cBaseTextureTransform[0] ); + o.vBumpTexCoordXY_vTexCoordXY.w = dot( v.vBaseTexCoord, cBaseTextureTransform[1] ); + + o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; + + float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; + float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; + + // reversed component order + o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; + o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; + + o.lightmapTexCoord3.xy = lightmapTexCoord3; +#else + o.vBumpTexCoordXY_vTexCoordXY.z = 0.0f; + o.vBumpTexCoordXY_vTexCoordXY.w = 0.0f; +#endif + + return o; +} + + |