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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/portal_refract_vs20.fxc
downloadarchived-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')
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+//========= 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;
+}