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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/splinecard_vsxx.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/splinecard_vsxx.fxc')
-rw-r--r--materialsystem/stdshaders/splinecard_vsxx.fxc65
1 files changed, 65 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/splinecard_vsxx.fxc b/materialsystem/stdshaders/splinecard_vsxx.fxc
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+++ b/materialsystem/stdshaders/splinecard_vsxx.fxc
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+#include "common_vs_fxc.h"
+
+
+const float4x3 cModelView : register(SHADER_SPECIFIC_CONST_0);
+const float4x4 cProj : register(SHADER_SPECIFIC_CONST_3);
+
+// derivative of catmull rom spline courtesy of calc
+float4 DCatmullRomSpline ( float4 a, float4 b, float4 c, float4 d, float t )
+{
+ return 0.5 *( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * (3 * b - a - 3 * c + d ) )
+ + t * ( 2 * a - 5 * b + 4 * c - d + 2 * ( t * ( 3 * b - a - 3 * c + d ) ) ) );
+}
+
+float3 DCatmullRomSpline3 ( float3 a, float3 b, float3 c, float3 d, float t )
+{
+ return 0.5 *( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * (3 * b - a - 3 * c + d ) )
+ + t * ( 2 * a - 5 * b + 4 * c - d + 2 * ( t * ( 3 * b - a - 3 * c + d ) ) ) );
+}
+
+
+float4 CatmullRomSpline( float4 a, float4 b, float4 c, float4 d, float t )
+{
+ return b + 0.5 * t * ( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * ( -a + 3 * b -3 * c + d ) ) );
+}
+
+struct VS_INPUT
+{
+ // This is all of the stuff that we ever use.
+ float4 vTint : COLOR;
+ float4 vParms : POSITION; // T V side_id
+ float4 vSplinePt0 : TEXCOORD0; // x y z rad
+ float4 vSplinePt1 : TEXCOORD1; // x y z rad
+ float4 vSplinePt2 : TEXCOORD2; // x y z rad
+ float4 vSplinePt3 : TEXCOORD3; // x y z rad
+};
+
+struct VS_OUTPUT
+{
+ float4 projPos : POSITION;
+
+ float2 texCoord0 : TEXCOORD0;
+ float2 texCoord1 : TEXCOORD1;
+ float4 argbcolor : COLOR;
+ float4 blendfactor0 : TEXCOORD2;
+ float4 vScreenPos : TEXCOORD7;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o;
+
+ float4 posrad =
+ CatmullRomSpline( v.vSplinePt0, v.vSplinePt1, v.vSplinePt2, v.vSplinePt3, v.vParms.x );
+ float3 v2p = ( posrad.xyz - cEyePos );
+ float3 tangent=DCatmullRomSpline3( v.vSplinePt0, v.vSplinePt1, v.vSplinePt2, v.vSplinePt3, v.vParms.x );
+ float3 ofs = normalize( cross(v2p, normalize( tangent) ) );
+ posrad.xyz += ofs * ( posrad.w * ( v.vParms.z - .5 ) );
+ o.projPos = mul( float4(posrad.xyz, 1.0f), cViewProj );
+ o.texCoord0 = o.texCoord1 = float2( (1-v.vParms.z), v.vParms.y);
+ o.argbcolor = v.vTint;
+ o.blendfactor0 = float4(0,0,0,0);
+ o.vScreenPos = float4(0,0,0,0);
+ return o;
+
+}