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Diffstat (limited to 'materialsystem/stdshaders/aftershock_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/aftershock_vs20.fxc | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/aftershock_vs20.fxc b/materialsystem/stdshaders/aftershock_vs20.fxc new file mode 100644 index 0000000..a032f43 --- /dev/null +++ b/materialsystem/stdshaders/aftershock_vs20.fxc @@ -0,0 +1,110 @@ +//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============// + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" + +// Includes +#include "common_vs_fxc.h" + +// Globals +static const bool g_bSkinning = SKINNING ? true : false; +const float g_flTime : register( SHADER_SPECIFIC_CONST_0 ); +const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); + +// Structs +struct VS_INPUT +{ + float4 vPos : POSITION; // Position + float4 vNormal : NORMAL; // Normal + float4 vBoneWeights : BLENDWEIGHT; // Skin weights + float4 vBoneIndices : BLENDINDICES; // Skin indices + float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates + float4 vTangent : TANGENT; +}; + +struct VS_OUTPUT +{ + float4 vProjPosition : POSITION; // Projection-space position + float3 vWorldNormal : TEXCOORD0; // World-space normal + float3 vWorldTangent : TEXCOORD1; + float3 vWorldBinormal : TEXCOORD2; + float3 vProjPosForRefract : TEXCOORD3; + float3 vWorldViewVector : TEXCOORD4; + float4 vUv0 : TEXCOORD5; + float4 vUv1 : TEXCOORD6; + float2 vUvGroundNoise : TEXCOORD7; +}; + +// Main +VS_OUTPUT main( const VS_INPUT i ) +{ + VS_OUTPUT o; + + float4 vObjPosition = i.vPos; + float4 vObjTangent = i.vTangent; + float3 vObjNormal; + DecompressVertex_Normal( i.vNormal, vObjNormal ); + + // Transform the position + float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; + float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; + float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; + float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; + SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); + vWorldNormal.xyz = normalize( vWorldNormal.xyz ); + vWorldTangent.xyz = normalize( vWorldTangent.xyz ); + vWorldBinormal.xyz = normalize( vWorldBinormal.xyz ); + + o.vWorldNormal.xyz = vWorldNormal.xyz; + o.vWorldTangent.xyz = vWorldTangent.xyz; + o.vWorldBinormal.xyz = vWorldBinormal.xyz; + + // Transform into projection space + float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); + o.vProjPosition = vProjPosition; + + // 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); + o.vWorldViewVector.xyz = vWorldViewVector.xyz; + + // Tangent space transform + //o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x ); + //o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y ); + //o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z ); + + // Texture coordinates + float2 vBaseUv; + vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] ); + vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] ); + + // Bump layer 0 + float2 vUv0 = vBaseUv.xy; + float2 vUv0Scroll = vBaseUv.xy * 3.0f; + vUv0Scroll.y -= g_flTime * 0.1f; + + o.vUv0.xy = vUv0.xy; + o.vUv0.wz = vUv0Scroll.xy; + + // Bump layer 1 + float2 vUv1 = vBaseUv.xy * 8.0f; + float2 vUv1Scroll = vBaseUv.xy * 16.0f; + vUv1Scroll.y -= g_flTime * 0.1f; + + o.vUv1.xy = vUv1.xy; + o.vUv1.wz = vUv1Scroll.xy; + + // Ground noise + o.vUvGroundNoise.xy = vBaseUv.xy; + o.vUvGroundNoise.x *= 3.5f; + o.vUvGroundNoise.y *= 0.2105f; + o.vUvGroundNoise.y -= g_flTime * 0.04f; + + return o; +} |