summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/cloak_blended_pass_vs20.fxc
blob: dff4054f3c5567592d558e9afdd1f2f201bf7649 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//

// STATIC: "BUMPMAP"					"0..1"

// DYNAMIC: "COMPRESSED_VERTS"			"0..1"
// DYNAMIC: "SKINNING"					"0..1"
// DYNAMIC: "MORPHING"					"0..1" [vs30]

// Includes
#include "common_vs_fxc.h"

// Globals
static const bool g_bSkinning		= SKINNING ? true : false;
const float4 cBaseTexCoordTransform[2]	:  register( SHADER_SPECIFIC_CONST_0 );

#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

// 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

	#if BUMPMAP
		float4 vTangent				: TANGENT;
	#endif

	// Position and normal/tangent deltas
	float3 vPosFlex				: POSITION1;
	float3 vNormalFlex			: NORMAL1;

	#ifdef SHADER_MODEL_VS_3_0
		float vVertexID				: POSITION2;
	#endif
};

struct VS_OUTPUT
{
    float4 vProjPosition		: POSITION;		// Projection-space position
	float3 vWorldNormal			: TEXCOORD0;	// World-space normal
	float3 vProjPosForRefract	: TEXCOORD1;
	float3 vWorldViewVector		: TEXCOORD2;

	#if BUMPMAP
		float3x3 mTangentSpaceTranspose : TEXCOORD3;
		//	     second row				: TEXCOORD4;
		//	     third row				: TEXCOORD5;
		float2 vTexCoord0				: TEXCOORD6;
	#endif
};

// Main
VS_OUTPUT main( const VS_INPUT i )
{
	VS_OUTPUT o;

	// Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
	float4 vObjPosition = i.vPos;
	float3 vObjNormal;

	#if BUMPMAP
		float4 vObjTangent;
		DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );

		#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
			ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
		#else
			ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
		#endif
	#else // !BUMPMAP
		DecompressVertex_Normal( i.vNormal, vObjNormal );

		#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
			ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal );
		#else
			ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), 
				vObjPosition.xyz, vObjNormal );
		#endif
	#endif

	// Transform the position
	float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
	float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
	#if BUMPMAP
		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 );
	#else
		SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal );
	#endif
	o.vWorldNormal.xyz = normalize( vWorldNormal.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
	#if BUMPMAP
		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 );
	#endif

	// Texture coordinates
	#if BUMPMAP
		o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
		o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
	#endif

	return o;
}