diff options
Diffstat (limited to 'materialsystem/stdshaders/depthwrite_vs20.fxc')
| -rw-r--r-- | materialsystem/stdshaders/depthwrite_vs20.fxc | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/depthwrite_vs20.fxc b/materialsystem/stdshaders/depthwrite_vs20.fxc new file mode 100644 index 0000000..f98e40e --- /dev/null +++ b/materialsystem/stdshaders/depthwrite_vs20.fxc @@ -0,0 +1,83 @@ +// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX] +// STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC] +// STATIC: "COLOR_DEPTH" "0..1" + +// DYNAMIC: "COMPRESSED_VERTS" "0..1" +// DYNAMIC: "SKINNING" "0..1" +// DYNAMIC: "MORPHING" "0..1" [vs30] + +#include "common_vs_fxc.h" + +static const bool g_bSkinning = SKINNING ? true : false; + +#ifdef SHADER_MODEL_VS_3_0 +// NOTE: cMorphTargetTextureDim.xy = target dimensions, +// cMorphTargetTextureDim.z = 4tuples/morph +const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); +const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); + +sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); +#endif + + +struct VS_INPUT +{ + float4 vPos : POSITION; + float2 vTexCoord : TEXCOORD0; + float4 vBoneWeights : BLENDWEIGHT; + float4 vBoneIndices : BLENDINDICES; + + // Position delta stream + float3 vPosFlex : POSITION1; + +#ifdef SHADER_MODEL_VS_3_0 + float vVertexID : POSITION2; +#endif +}; + +struct VS_OUTPUT +{ + float4 vProjPos : POSITION; + +#if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does. + float2 texCoord : TEXCOORD0; +#endif + +#if COLOR_DEPTH + float4 vWorldPos_projPosZ : TEXCOORD1; +#endif + +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + float3 vWorldPos; + float4 vPosition = v.vPos; + +#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING + ApplyMorph( v.vPosFlex, vPosition.xyz ); +#else + ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, + v.vVertexID, float3(0, 0, 0), vPosition.xyz ); +#endif + + SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, vWorldPos ); + + float4 vProjPos = mul( float4( vWorldPos, 1.0f ), cViewProj ); + + o.vProjPos = vProjPos; + +#if (ONLY_PROJECT_POSITION == 0) + o.texCoord = v.vTexCoord; +#endif + +#if ( COLOR_DEPTH && !ONLY_PROJECT_POSITION ) + o.vWorldPos_projPosZ.z = vProjPos.z; + o.vWorldPos_projPosZ.w = vProjPos.w; +#endif + + return o; +} + + |