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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_vs11.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_vs11.fxc')
| -rw-r--r-- | materialsystem/stdshaders/portal_vs11.fxc | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/portal_vs11.fxc b/materialsystem/stdshaders/portal_vs11.fxc new file mode 100644 index 0000000..1f30750 --- /dev/null +++ b/materialsystem/stdshaders/portal_vs11.fxc @@ -0,0 +1,142 @@ +// STATIC: "MAXTEXTURESTAGES" "0..2" +// STATIC: "HASALPHAMASK" "0..1" +// STATIC: "HASSTATICTEXTURE" "0..1" +// STATIC: "USEALTERNATEVIEW" "0..1" + +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "ADDSTATIC" "0..1" +//in multipass configurations, this specifies whether we're adding static on this pass + +#define TEXTURESTAGES (MAXTEXTURESTAGES + 1) +#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0)) + +#include "common_vs_fxc.h" + +static const int g_bSkinning = SKINNING ? true : false; + +#if ( USEALTERNATEVIEW == 1 ) +const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 ); +#endif + +struct VS_INPUT +{ + float4 vPos : POSITION; + + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float2 vMappingTexCoord : TEXCOORD0; +}; + + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float2 vPrimaryTexCoord : TEXCOORD0; //either the portal cutout, or static + +# if( TEXTURESTAGES == 3 ) +# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) + float2 vSecondaryTexCoord : TEXCOORD1; +# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) + float2 vTertiaryTexCoord : TEXCOORD2; +# endif +# endif +# elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 ) + float2 vSecondaryTexCoord : TEXCOORD1; +# endif + +# if( !defined( _X360 ) ) + float vFog : FOG; +# endif +}; + +float2 GetPortalTextureCoordinate( float3 worldPos, float4 projPos ) +{ + float2 result; + + float4 vTextureProjectedPos; +#if ( USEALTERNATEVIEW == 1 ) + vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj ); +#else + vTextureProjectedPos = projPos; +#endif + + //Screen coordinates mapped back to texture coordinates for the portal texture + result.x = vTextureProjectedPos.x; + result.y = -vTextureProjectedPos.y; // invert Y + result.xy = (result.xy + vTextureProjectedPos.w) * 0.5f; + result.xy = result.xy / vTextureProjectedPos.w; + +#if ( USEALTERNATEVIEW == 1 ) + result.xy = saturate( result.xy ); //stretch instead of clipping. +#endif + + return result; +} + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 worldPos; + SkinPosition( + g_bSkinning, + v.vPos, + v.vBoneWeights, v.vBoneIndices, + worldPos ); + + o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + + //Because we're pairing this with ps11, we can't divide the portal cutout texture coordinates in the pixel shader by w + //So, we had to divide it by w here in the vertex shader. Unfortunately that causes some interpolation inconsistencies + //between the position and the texture coordinate. So we also divide the position by w here. Causing the exact same projection + //errors for both position and texture coordinate, thereby eliminating the difference between the two that cause the "warping" look. + o.vProjPos.xyz = o.vProjPos.xyz * (1.0f / o.vProjPos.w); + o.vProjPos.w = 1.0f; + +#if !defined( _X360 ) + o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE ); +#endif + +# if( TEXTURESTAGES == 3 )//single pass configuration + { + o.vPrimaryTexCoord = GetPortalTextureCoordinate( worldPos, o.vProjPos ); + +# if( HASALPHAMASK == 1 ) + { + o.vSecondaryTexCoord = v.vMappingTexCoord.xy; +# if( USESTATICTEXTURE == 1 ) + o.vTertiaryTexCoord = v.vMappingTexCoord.xy; +# endif + } +# else + { +# if( USESTATICTEXTURE == 1 ) + o.vSecondaryTexCoord = v.vMappingTexCoord.xy; +# endif + } +# endif + } +# else //multipass configuration + { +# if( ADDSTATIC == 0 ) //if addstatic is 0, we're rendering the cutout on this pass, if it's 1, we're rendering static on this pass + { + o.vPrimaryTexCoord = GetPortalTextureCoordinate( worldPos, o.vProjPos ); + } +# else + { + o.vPrimaryTexCoord = v.vMappingTexCoord.xy; + } +# endif + + +# if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) ) //supports alpha mask as well + o.vSecondaryTexCoord = v.vMappingTexCoord.xy; +# endif + } +# endif + + + return o; +} + +
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