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142 lines
3.8 KiB
142 lines
3.8 KiB
5 years ago
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// STATIC: "MAXTEXTURESTAGES" "0..2"
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// STATIC: "HASALPHAMASK" "0..1"
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// STATIC: "HASSTATICTEXTURE" "0..1"
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// STATIC: "USEALTERNATEVIEW" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "ADDSTATIC" "0..1"
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//in multipass configurations, this specifies whether we're adding static on this pass
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#define TEXTURESTAGES (MAXTEXTURESTAGES + 1)
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#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
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#include "common_vs_fxc.h"
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static const int g_bSkinning = SKINNING ? true : false;
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#if ( USEALTERNATEVIEW == 1 )
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const float4x4 g_CustomViewProj : register( SHADER_SPECIFIC_CONST_0 );
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#endif
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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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float2 vMappingTexCoord : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vPrimaryTexCoord : TEXCOORD0; //either the portal cutout, or static
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# if( TEXTURESTAGES == 3 )
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# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
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float2 vSecondaryTexCoord : TEXCOORD1;
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# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
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float2 vTertiaryTexCoord : TEXCOORD2;
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# endif
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# endif
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# elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 )
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float2 vSecondaryTexCoord : TEXCOORD1;
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# endif
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# if( !defined( _X360 ) )
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float vFog : FOG;
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# endif
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};
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float2 GetPortalTextureCoordinate( float3 worldPos, float4 projPos )
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{
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float2 result;
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float4 vTextureProjectedPos;
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#if ( USEALTERNATEVIEW == 1 )
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vTextureProjectedPos = mul( float4( worldPos, 1 ), g_CustomViewProj );
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#else
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vTextureProjectedPos = projPos;
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#endif
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//Screen coordinates mapped back to texture coordinates for the portal texture
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result.x = vTextureProjectedPos.x;
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result.y = -vTextureProjectedPos.y; // invert Y
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result.xy = (result.xy + vTextureProjectedPos.w) * 0.5f;
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result.xy = result.xy / vTextureProjectedPos.w;
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#if ( USEALTERNATEVIEW == 1 )
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result.xy = saturate( result.xy ); //stretch instead of clipping.
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#endif
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return result;
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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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float3 worldPos;
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SkinPosition(
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g_bSkinning,
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v.vPos,
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v.vBoneWeights, v.vBoneIndices,
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worldPos );
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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//Because we're pairing this with ps11, we can't divide the portal cutout texture coordinates in the pixel shader by w
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//So, we had to divide it by w here in the vertex shader. Unfortunately that causes some interpolation inconsistencies
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//between the position and the texture coordinate. So we also divide the position by w here. Causing the exact same projection
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//errors for both position and texture coordinate, thereby eliminating the difference between the two that cause the "warping" look.
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o.vProjPos.xyz = o.vProjPos.xyz * (1.0f / o.vProjPos.w);
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o.vProjPos.w = 1.0f;
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#if !defined( _X360 )
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o.vFog = CalcFog( worldPos, o.vProjPos.xyz, FOGTYPE_RANGE );
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#endif
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# if( TEXTURESTAGES == 3 )//single pass configuration
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{
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o.vPrimaryTexCoord = GetPortalTextureCoordinate( worldPos, o.vProjPos );
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# if( HASALPHAMASK == 1 )
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{
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o.vSecondaryTexCoord = v.vMappingTexCoord.xy;
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# if( USESTATICTEXTURE == 1 )
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o.vTertiaryTexCoord = v.vMappingTexCoord.xy;
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# endif
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}
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# else
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{
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# if( USESTATICTEXTURE == 1 )
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o.vSecondaryTexCoord = v.vMappingTexCoord.xy;
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# endif
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}
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# endif
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}
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# else //multipass configuration
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{
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# if( ADDSTATIC == 0 ) //if addstatic is 0, we're rendering the cutout on this pass, if it's 1, we're rendering static on this pass
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{
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o.vPrimaryTexCoord = GetPortalTextureCoordinate( worldPos, o.vProjPos );
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}
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# else
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{
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o.vPrimaryTexCoord = v.vMappingTexCoord.xy;
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}
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# endif
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# if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) ) //supports alpha mask as well
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o.vSecondaryTexCoord = v.vMappingTexCoord.xy;
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# endif
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}
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# endif
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return o;
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}
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