diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/Refract_vs20.fxc')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/Refract_vs20.fxc | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/Refract_vs20.fxc b/mp/src/materialsystem/stdshaders/Refract_vs20.fxc new file mode 100644 index 00000000..698dd192 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/Refract_vs20.fxc @@ -0,0 +1,140 @@ +//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + +// STATIC: "MODEL" "0..1" +// STATIC: "COLORMODULATE" "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[4] : register( SHADER_SPECIFIC_CONST_1 ); + +const float g_flTime : register( SHADER_SPECIFIC_CONST_5 ); + +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 +#if COLORMODULATE + float4 vColor : COLOR0; +#endif +}; + +struct VS_OUTPUT +{ + float4 vProjPos_POSITION : POSITION; +#if !defined( _X360 ) + float vFog : FOG; +#endif + float4 vBumpTexCoord : TEXCOORD0; + float3 vTangentEyeVect : TEXCOORD1; + float3 vWorldNormal : TEXCOORD2; + float3 vWorldTangent : TEXCOORD3; + float3 vWorldBinormal : TEXCOORD4; + float3 vRefractXYW : TEXCOORD5; + float3 vWorldViewVector : TEXCOORD6; +#if COLORMODULATE + float4 vColor : COLOR0; +#endif + float4 fogFactorW : COLOR1; + + float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + +#if COLORMODULATE + o.vColor = v.vColor; +#endif + + 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 + + // World normal + o.vWorldNormal.xyz = normalize( worldNormal.xyz ); + + // Projected position + float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); + o.vProjPos_POSITION = vProjPos; + vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); + o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); + //o.projNormal.xyz = mul( worldNormal, cViewProj ); + + // 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 = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); +#if !defined( _X360 ) + o.vFog = o.fogFactorW; +#endif + + // Eye vector + float3 vWorldEyeVect = normalize( cEyePos - vWorldPos ); + o.vWorldViewVector.xyz = -vWorldEyeVect.xyz; + + // 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] ); + + // Tranform bump coordinates (note wz, not zw) + o.vBumpTexCoord.w = dot( v.vBaseTexCoord, cBumpTexCoordTransform[2] ); + o.vBumpTexCoord.z = dot( v.vBaseTexCoord, cBumpTexCoordTransform[3] ); + + + // Tangent space transform + o.vWorldNormal.xyz = normalize( worldNormal.xyz ); + o.vWorldTangent.xyz = worldTangentS.xyz; + o.vWorldBinormal.xyz = worldTangentT.xyz; + + return o; +} |