summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/portal_vs11.fxc
diff options
context:
space:
mode:
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_vs11.fxc
downloadarchived-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.fxc142
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;
+}
+
+ \ No newline at end of file