diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/Water_vs20.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/Water_vs20.fxc | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/Water_vs20.fxc b/sp/src/materialsystem/stdshaders/Water_vs20.fxc new file mode 100644 index 00000000..8f3a7a81 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/Water_vs20.fxc @@ -0,0 +1,117 @@ +// STATIC: "BASETEXTURE" "0..1" +// STATIC: "MULTITEXTURE" "0..1" + +// SKIP: $MULTITEXTURE && $BASETEXTURE + +#include "common_vs_fxc.h" + +const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); +const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 ); + +struct VS_INPUT +{ + float4 vPos : POSITION; + float4 vNormal : NORMAL; + float4 vBaseTexCoord : TEXCOORD0; + float2 vLightmapTexCoord : TEXCOORD1; + float2 vLightmapTexCoordOffset : TEXCOORD2; + float3 vTangentS : TANGENT; + float3 vTangentT : BINORMAL0; +}; + +struct VS_OUTPUT +{ + float4 vProjPos_POSITION : POSITION; +#if !defined( _X360 ) + float vFog : FOG; +#endif + float2 vBumpTexCoord : TEXCOORD0; + float3 vTangentEyeVect : TEXCOORD1; + float4 vReflectXY_vRefractYX : TEXCOORD2; + float W : TEXCOORD3; + float4 vProjPos : TEXCOORD4; + float screenCoord : TEXCOORD5; +#if MULTITEXTURE + float4 vExtraBumpTexCoord : TEXCOORD6; +#endif +#if BASETEXTURE + HALF4 lightmapTexCoord1And2 : TEXCOORD6; + HALF4 lightmapTexCoord3 : TEXCOORD7; +#endif + float4 fogFactorW : COLOR1; +}; + +VS_OUTPUT main( const VS_INPUT v ) +{ + VS_OUTPUT o = ( VS_OUTPUT )0; + + float3 vObjNormal; + DecompressVertex_Normal( v.vNormal, vObjNormal ); + + // Projected position + float4 vProjPos = mul( v.vPos, cModelViewProj ); + o.vProjPos = o.vProjPos_POSITION = vProjPos; + + // Project tangent basis + float2 vProjTangentS = mul( v.vTangentS, cViewProj ); + float2 vProjTangentT = mul( v.vTangentT, cViewProj ); + + // Map projected position to the reflection texture + float2 vReflectPos; + vReflectPos = (vProjPos.xy + vProjPos.w) * 0.5f; + + // 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; + + // Reflection transform + o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); + o.W = vProjPos.w; + + o.screenCoord = vProjPos.x; + + // 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 = cEyePos - vWorldPos; + // Transform to the tangent space + o.vTangentEyeVect.x = dot( vWorldEyeVect, v.vTangentS ); + o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT ); + o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal ); + + // Tranform bump coordinates + o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); + o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); + float f45x=v.vBaseTexCoord.x+v.vBaseTexCoord.y; + float f45y=v.vBaseTexCoord.y-v.vBaseTexCoord.x; +#if MULTITEXTURE + o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x; + o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y; + o.vExtraBumpTexCoord.z=v.vBaseTexCoord.y*0.45+TexOffsets.z; + o.vExtraBumpTexCoord.w=v.vBaseTexCoord.x*0.45+TexOffsets.w; +#endif + +#if BASETEXTURE + o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; + + float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; + float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; + + // reversed component order + o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; + o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; + + o.lightmapTexCoord3.xy = lightmapTexCoord3; +#endif + + return o; +} + + |