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//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
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// STATIC: "STAGE" "0..2"
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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const float g_flTime : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 );
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#define g_flPortalOpenAmount g_vConst3.x
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#define g_flPortalStaticAmount g_vConst3.y
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// Structs
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vNormal : NORMAL; // Normal
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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float4 vTangent : TANGENT; // Flip in w
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};
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struct VS_OUTPUT
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{
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float4 vProjPosition : POSITION; // Projection-space position
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float2 vUv0 : TEXCOORD0;
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float3 vWorldTangent : TEXCOORD1;
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float3 vWorldBinormal : TEXCOORD2;
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float4 vWorldPosition : TEXCOORD3; // Proj pos z in w
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float3 vProjPosForRefract : TEXCOORD4;
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float4 vNoiseTexCoord : TEXCOORD5;
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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float kFlPortalOuterBorder = 0.075f; // Must match PS!
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VS_OUTPUT o;
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float3 vObjNormal;
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DecompressVertex_Normal( i.vNormal, vObjNormal );
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// Transform the position
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float3 vWorldPosition = mul( i.vPos, cModel[0] );
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float3 vWorldNormal = normalize( mul( vObjNormal, ( float3x3 )cModel[0] ) );
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float3 vWorldTangent = normalize( mul( i.vTangent, ( float3x3 )cModel[0] ) );
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float3 vWorldBinormal = normalize( cross( vWorldNormal, vWorldTangent ) * i.vTangent.w );
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o.vWorldPosition.xyz = vWorldPosition.xyz;
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//o.vWorldNormal.xyz = vWorldNormal.xyz;
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o.vWorldTangent.xyz = vWorldTangent.xyz + vWorldPosition.xyz;
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o.vWorldBinormal.xyz = vWorldBinormal.xyz + vWorldPosition.xyz;
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// Transform into projection space
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
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o.vProjPosition.xyzw = vProjPosition.xyzw;
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o.vWorldPosition.w = vProjPosition.z;
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// Map projected position to the refraction texture
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float2 vRefractPos;
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vRefractPos.x = vProjPosition.x;
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vRefractPos.y = -vProjPosition.y; // Invert Y
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vRefractPos = ( vRefractPos + vProjPosition.w ) * 0.5f;
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o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w);
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// View vector
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float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz);
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// Texture coordinates
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float2 vBaseUv;
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vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
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vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
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//o.vUv0.xy = vBaseUv.xy;
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o.vUv0.xy = vBaseUv.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); // Adjust uv's for shrunken portal
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// Portal open time
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float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero
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// Noise UV
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float kFlBorderNoiseScale = 0.3f;
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float kFlNoiseUvScroll = g_flTime * 0.0275f;
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float2 vNoiseUv = ( ( vBaseUv.xy - 0.5f ) / flPortalOpenAmount ) + 0.5f;
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o.vNoiseTexCoord.xy = ( vNoiseUv.xy * kFlBorderNoiseScale ) + float2( kFlNoiseUvScroll, 0 );
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o.vNoiseTexCoord.zw = ( vNoiseUv.xy * kFlBorderNoiseScale ) - float2( kFlNoiseUvScroll, 0 ); // Will fetch as wz to avoid matching layers
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return o;
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}
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