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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/portal_refract_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/portal_refract_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/portal_refract_vs20.fxc | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_refract_vs20.fxc b/materialsystem/stdshaders/portal_refract_vs20.fxc new file mode 100644 index 0000000..86c04ba --- /dev/null +++ b/materialsystem/stdshaders/portal_refract_vs20.fxc @@ -0,0 +1,90 @@ +//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============// + +// STATIC: "STAGE" "0..2" + +// Includes +#include "common_vs_fxc.h" + +// Globals +const float g_flTime : register( SHADER_SPECIFIC_CONST_0 ); +const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); + +const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 ); +#define g_flPortalOpenAmount g_vConst3.x +#define g_flPortalStaticAmount g_vConst3.y + +// Structs +struct VS_INPUT +{ + float4 vPos : POSITION; // Position + float4 vNormal : NORMAL; // Normal + float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates + float4 vTangent : TANGENT; // Flip in w +}; + +struct VS_OUTPUT +{ + float4 vProjPosition : POSITION; // Projection-space position + float2 vUv0 : TEXCOORD0; + float3 vWorldTangent : TEXCOORD1; + float3 vWorldBinormal : TEXCOORD2; + float4 vWorldPosition : TEXCOORD3; // Proj pos z in w + float3 vProjPosForRefract : TEXCOORD4; + float4 vNoiseTexCoord : TEXCOORD5; +}; + +// Main +VS_OUTPUT main( const VS_INPUT i ) +{ + float kFlPortalOuterBorder = 0.075f; // Must match PS! + + VS_OUTPUT o; + + float3 vObjNormal; + DecompressVertex_Normal( i.vNormal, vObjNormal ); + + // Transform the position + float3 vWorldPosition = mul( i.vPos, cModel[0] ); + float3 vWorldNormal = normalize( mul( vObjNormal, ( float3x3 )cModel[0] ) ); + float3 vWorldTangent = normalize( mul( i.vTangent, ( float3x3 )cModel[0] ) ); + float3 vWorldBinormal = normalize( cross( vWorldNormal, vWorldTangent ) * i.vTangent.w ); + + o.vWorldPosition.xyz = vWorldPosition.xyz; + //o.vWorldNormal.xyz = vWorldNormal.xyz; + o.vWorldTangent.xyz = vWorldTangent.xyz + vWorldPosition.xyz; + o.vWorldBinormal.xyz = vWorldBinormal.xyz + vWorldPosition.xyz; + + // Transform into projection space + float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); + o.vProjPosition.xyzw = vProjPosition.xyzw; + o.vWorldPosition.w = vProjPosition.z; + + // 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); + + // Texture coordinates + float2 vBaseUv; + vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] ); + vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] ); + //o.vUv0.xy = vBaseUv.xy; + o.vUv0.xy = vBaseUv.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); // Adjust uv's for shrunken portal + + // Portal open time + float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero + + // Noise UV + float kFlBorderNoiseScale = 0.3f; + float kFlNoiseUvScroll = g_flTime * 0.0275f; + float2 vNoiseUv = ( ( vBaseUv.xy - 0.5f ) / flPortalOpenAmount ) + 0.5f; + o.vNoiseTexCoord.xy = ( vNoiseUv.xy * kFlBorderNoiseScale ) + float2( kFlNoiseUvScroll, 0 ); + o.vNoiseTexCoord.zw = ( vNoiseUv.xy * kFlBorderNoiseScale ) - float2( kFlNoiseUvScroll, 0 ); // Will fetch as wz to avoid matching layers + + return o; +} |