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-rw-r--r--materialsystem/stdshaders/core_vs20.fxc103
1 files changed, 103 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/core_vs20.fxc b/materialsystem/stdshaders/core_vs20.fxc
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+++ b/materialsystem/stdshaders/core_vs20.fxc
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+// STATIC: "MODEL" "0..1"
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const bool g_bModel = MODEL ? true : false;
+
+const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+ float4 vNormal : NORMAL;
+ float4 vBaseTexCoord : TEXCOORD0;
+#if !MODEL
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL0;
+#else
+ float4 vUserData : TANGENT;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPos_POSITION : POSITION;
+ float vFog : FOG;
+ float2 vBumpTexCoord : TEXCOORD0;
+ float3 vTangentEyeVect : TEXCOORD1;
+ float3x3 tangentSpaceTranspose : TEXCOORD2;
+ float3 vRefractXYW : TEXCOORD5;
+ float4 projNormal_screenCoordW : TEXCOORD6;
+ float4 worldPos_projPosZ : TEXCOORD7;
+ float4 fogFactorW : COLOR1;
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float3 worldNormal, worldPos, worldTangentS, worldTangentT;
+
+ float3 vObjNormal;
+#if MODEL
+ float4 vObjTangent;
+ DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
+
+ SkinPositionNormalAndTangentSpace(
+ g_bSkinning,
+ v.vPos, vObjNormal, vObjTangent,
+ v.vBoneWeights, v.vBoneIndices,
+ worldPos, worldNormal, worldTangentS, worldTangentT );
+#else
+ DecompressVertex_Normal( v.vNormal, vObjNormal );
+
+ worldPos = mul( v.vPos, cModel[0] );
+ worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
+ worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
+ worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
+#endif
+
+
+ // Projected position
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.vProjPos_POSITION = vProjPos;
+ o.projNormal_screenCoordW.xyz = mul( worldNormal, cViewProj );
+
+ o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
+
+ // Map projected position to the refraction texture
+ float2 vRefractPos;
+ vRefractPos.x = vProjPos.x;
+ vRefractPos.y = -vProjPos.y; // invert Y
+ vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
+
+ // Refraction transform
+ o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
+
+ // Compute fog based on the position
+ float3 vWorldPos = mul( v.vPos, cModel[0] );
+ o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
+
+ // Eye vector
+ float3 vWorldEyeVect = cEyePos - vWorldPos;
+ // Transform to the tangent space
+ o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
+ o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
+ o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
+
+ // Tranform bump coordinates
+ o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
+ o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
+
+ o.tangentSpaceTranspose[0] = worldTangentS;
+ o.tangentSpaceTranspose[1] = worldTangentT;
+ o.tangentSpaceTranspose[2] = worldNormal;
+
+ return o;
+}