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//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "MODEL" "0..1"
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// STATIC: "COLORMODULATE" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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static const bool g_bModel = MODEL ? true : false;
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const float4 cBumpTexCoordTransform[4] : register( SHADER_SPECIFIC_CONST_1 );
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const float g_flTime : register( SHADER_SPECIFIC_CONST_5 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vBaseTexCoord : TEXCOORD0;
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#if !MODEL
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL0;
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#else
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float4 vUserData : TANGENT;
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#endif
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#if COLORMODULATE
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float4 vColor : COLOR0;
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#endif
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};
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struct VS_OUTPUT
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{
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float4 vProjPos_POSITION : POSITION;
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#if !defined( _X360 )
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float vFog : FOG;
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#endif
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float4 vBumpTexCoord : TEXCOORD0;
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float3 vTangentEyeVect : TEXCOORD1;
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float3 vWorldNormal : TEXCOORD2;
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float3 vWorldTangent : TEXCOORD3;
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float3 vWorldBinormal : TEXCOORD4;
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float3 vRefractXYW : TEXCOORD5;
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float3 vWorldViewVector : TEXCOORD6;
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#if COLORMODULATE
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float4 vColor : COLOR0;
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#endif
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float4 fogFactorW : COLOR1;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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#if COLORMODULATE
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o.vColor = v.vColor;
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#endif
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float3 worldNormal, worldPos, worldTangentS, worldTangentT;
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float3 vObjNormal;
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#if MODEL
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float4 vObjTangent;
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
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SkinPositionNormalAndTangentSpace(
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g_bSkinning,
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v.vPos, vObjNormal, vObjTangent,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal, worldTangentS, worldTangentT );
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#else
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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worldPos = mul( v.vPos, cModel[0] );
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worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
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worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
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worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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#endif
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// World normal
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o.vWorldNormal.xyz = normalize( worldNormal.xyz );
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// Projected position
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos_POSITION = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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//o.projNormal.xyz = mul( worldNormal, cViewProj );
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// Map projected position to the refraction texture
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float2 vRefractPos;
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vRefractPos.x = vProjPos.x;
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vRefractPos.y = -vProjPos.y; // invert Y
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vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
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// Refraction transform
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o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
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// Compute fog based on the position
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float3 vWorldPos = mul( v.vPos, cModel[0] );
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o.fogFactorW = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
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#if !defined( _X360 )
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o.vFog = o.fogFactorW;
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#endif
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// Eye vector
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float3 vWorldEyeVect = normalize( cEyePos - vWorldPos );
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o.vWorldViewVector.xyz = -vWorldEyeVect.xyz;
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// Transform to the tangent space
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o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
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o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
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o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
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// Tranform bump coordinates
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o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
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o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
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// Tranform bump coordinates (note wz, not zw)
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o.vBumpTexCoord.w = dot( v.vBaseTexCoord, cBumpTexCoordTransform[2] );
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o.vBumpTexCoord.z = dot( v.vBaseTexCoord, cBumpTexCoordTransform[3] );
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// Tangent space transform
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o.vWorldNormal.xyz = normalize( worldNormal.xyz );
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o.vWorldTangent.xyz = worldTangentS.xyz;
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o.vWorldBinormal.xyz = worldTangentT.xyz;
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return o;
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}
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