diff options
Diffstat (limited to 'materialsystem/stdshaders/core_vs11.fxc')
| -rw-r--r-- | materialsystem/stdshaders/core_vs11.fxc | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/core_vs11.fxc b/materialsystem/stdshaders/core_vs11.fxc new file mode 100644 index 0000000..3db7a15 --- /dev/null +++ b/materialsystem/stdshaders/core_vs11.fxc @@ -0,0 +1,156 @@ +// DYNAMIC: "SKINNING" "0..1" + +#include "common_vs_fxc.h" + +static const bool g_bSkinning = SKINNING ? true : false; + +const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); +const float g_CoreColorTexCoordOffset : register( SHADER_SPECIFIC_CONST_3 ); + +struct VS_INPUT +{ + float4 vPos : POSITION; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + float3 vNormal : NORMAL; + float4 vBaseTexCoord : TEXCOORD0; + float4 vUserData : TANGENT; +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + float vFog : FOG; + + float4 oT0 : TEXCOORD0; + float4 oT1 : TEXCOORD1; + float4 oT2 : TEXCOORD2; +// float3 oT3 : TEXCOORD3; + + float4 fogFactorW : COLOR1; +}; + +float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta, + float3 vecSphereCenter, float flRadius, out float alpha ) +{ + // Solve using the ray equation + the sphere equation + // P = o + dt + // (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2 + // (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2 + // (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 + + // (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 + + // (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2 + // (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t + + // (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0 + // or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a + // a = DotProduct( vecRayDelta, vecRayDelta ); + // b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta ) + // c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius; + + float3 vecSphereToRay; + vecSphereToRay = vecRayOrigin - vecSphereCenter; + + float a = dot( vecRayDelta, vecRayDelta ); + + // This would occur in the case of a zero-length ray +// if ( a == 0.0f ) +// { +// *pT1 = *pT2 = 0.0f; +// return vecSphereToRay.LengthSqr() <= flRadius * flRadius; +// } + + float b = 2 * dot( vecSphereToRay, vecRayDelta ); + float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius; + float flDiscrim = b * b - 4 * a * c; +// if ( flDiscrim < 0.0f ) +// return 0.0f; + + float hack = flDiscrim; + flDiscrim = sqrt( flDiscrim ); + float oo2a = 0.5f / a; + if( hack < 0.0f ) + { + alpha = 0.0f; + return 0.0f; + } + else + { + alpha = 1.0f; + return abs( flDiscrim ) * 2 * oo2a; + } +// *pT1 = ( - b - flDiscrim ) * oo2a; +// *pT2 = ( - b + flDiscrim ) * oo2a; +// return true; +} + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float4 projPos; + float3 worldNormal, worldPos, worldTangentS, worldTangentT; + + SkinPositionNormalAndTangentSpace( + g_bSkinning, + v.vPos, v.vNormal, v.vUserData, + v.vBoneWeights, v.vBoneIndices, + worldPos, worldNormal, worldTangentS, worldTangentT ); + + // Projected position + o.vProjPos = projPos = mul( float4( worldPos, 1 ), cViewProj ); + + // calculate fog + o.fogFactorW = o.vFog = CalcFog( worldPos, projPos, FOGTYPE_RANGE ); + + // Eye vector + float3 vWorldEyeVect = cEyePos - worldPos; + + // Transform to the tangent space + o.oT1.x = dot( vWorldEyeVect, worldTangentS ); + o.oT1.y = dot( vWorldEyeVect, worldTangentT ); + o.oT1.z = dot( vWorldEyeVect, worldNormal ); + + // Tranform bump coordinates + float2 bumpTexCoord; + bumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); + bumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); + + // dudv map + o.oT0.xy = bumpTexCoord; + + // flip Y by multiplying by -1 + projPos.y *= -1.0f; + + // transform from [-w,w] to [0,2*w] + // The reason this is w is because we are in perspective space/homogenous clip space. + projPos.xy += projPos.w; + + // transform from [0,2*w] to [0,w] + // We'll end up dividing by w in the pixel shader to get to [0,1] + projPos.xy *= 0.5f; + + o.oT1.xy = projPos.xy; + + // emit w to both z and w in case the driver screws up and divides by z + o.oT1.z = o.oT1.w = projPos.w; + + // hack + float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f }; +// float g_SphereDiameter = 430.0f; + float g_SphereDiameter = 530.0f; + float g_SphereRadius = g_SphereDiameter * 0.5f; + + float dummyAlpha; + float lengthThroughSphere = LengthThroughSphere( cEyePos, normalize( vWorldEyeVect ), + g_SphereCenter, g_SphereRadius, dummyAlpha ); + + float normalizedLengthThroughSphere = saturate( lengthThroughSphere / g_SphereDiameter ); + o.oT2.xy = saturate( float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) ); + + // hack texcoord shit +// o.oT0.xy = 3.0f * ( worldPos.xy - g_SphereCenter.xy ) / g_SphereRadius; + + return o; +} + + |