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-rw-r--r--mp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc103
1 files changed, 103 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc b/mp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc
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+++ b/mp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc
@@ -0,0 +1,103 @@
+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+
+// Includes
+#include "common_vs_fxc.h"
+
+// Globals
+static const bool g_bSkinning = SKINNING ? true : false;
+
+const float3 g_vTime : register( SHADER_SPECIFIC_CONST_0 );
+#define g_flTime1x g_vTime.x
+#define g_flTime2x g_vTime.y
+#define g_flTime4x g_vTime.z
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
+
+// 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
+ float4 vUserData : TANGENT;
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPosition : POSITION; // Projection-space position
+ float4 v2DTangentViewVector01 : TEXCOORD0;
+ float4 vUv01 : TEXCOORD1;
+ float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
+};
+
+// Main
+VS_OUTPUT main( const VS_INPUT i )
+{
+ VS_OUTPUT o;
+
+ // Decompress compressed normal and tangent
+ float4 vObjPosition = i.vPos.xyzw;
+ float3 vObjNormal;
+ float4 vObjTangent;
+ DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vObjNormal, vObjTangent );
+
+ // Transform the position
+ float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
+ float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
+ 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 );
+ vWorldNormal.xyz = normalize( vWorldNormal.xyz );
+ vWorldTangent.xyz = normalize( vWorldTangent.xyz );
+ vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
+
+ // Transform into projection space
+ float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
+ o.vProjPosition = vProjPosition;
+
+ // View vector
+ float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
+ float3 vTangentViewVector = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
+
+ // Texture coordinates
+ float4 mRotate;
+ float2 vBaseUv = i.vTexCoord0.xy;
+
+ // Inner layer
+ mRotate.x = cos( g_flTime4x );
+ mRotate.y = -sin( g_flTime4x );
+ mRotate.z = -mRotate.y;
+ mRotate.w = mRotate.x;
+ o.vUv01.xy = ( vBaseUv.xy - 0.5f ) * 1.0f;
+ o.vUv01.xy = float2( dot( o.vUv01.xy, mRotate.xy ), dot( o.vUv01.xy, mRotate.zw ) );
+ o.vUv01.xy += 0.5f;
+ o.v2DTangentViewVector01.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
+
+ // Middle layer
+ mRotate.x = cos( g_flTime2x );
+ mRotate.y = -sin( g_flTime2x );
+ mRotate.z = -mRotate.y;
+ mRotate.w = mRotate.x;
+ o.vUv01.wz = ( vBaseUv.xy - 0.5f ) * 1.0f;
+ o.vUv01.wz = float2( dot( o.vUv01.wz, mRotate.xy ), dot( o.vUv01.wz, mRotate.zw ) );
+ o.vUv01.wz += 0.5f;
+ o.v2DTangentViewVector01.wz = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
+
+ // Outer layer
+ mRotate.x = cos( g_flTime1x );
+ mRotate.y = -sin( g_flTime1x );
+ mRotate.z = -mRotate.y;
+ mRotate.w = mRotate.x;
+ float2 vUv2 = ( vBaseUv.xy - 0.5f ) * 1.0f;
+ vUv2.xy = float2( dot( vUv2.xy, mRotate.xy ), dot( vUv2.xy, mRotate.zw ) );
+ vUv2.xy += 0.5f;
+ o.v2DTangentViewVector2_vUv2.wz = vUv2.xy;
+ o.v2DTangentViewVector2_vUv2.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
+
+ return o;
+}