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85 lines
2.5 KiB
85 lines
2.5 KiB
5 years ago
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// STATIC: "BLEND" "0..1"
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#include "common_vs_fxc.h"
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vNormal : NORMAL;
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float2 vNormalMapCoord : TEXCOORD0;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float2 normalMapTexCoord : TEXCOORD0;
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float3 worldVertToEyeVector : TEXCOORD1;
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float3x3 tangentSpaceTranspose : TEXCOORD2;
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float4 vRefract_W_ProjZ : TEXCOORD5;
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float4 vExtraBumpTexCoord : TEXCOORD6;
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float4 fogFactorW : COLOR1;
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};
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const float4 cNormalMapTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 TexOffsets : register( SHADER_SPECIFIC_CONST_3 );
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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 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 projPos;
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float3 worldPos;
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projPos = mul( v.vPos, cModelViewProj );
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o.projPos = projPos;
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#if BLEND
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// Map projected position to the reflection texture
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o.vRefract_W_ProjZ.x = projPos.x;
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o.vRefract_W_ProjZ.y = -projPos.y; // invert Y
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o.vRefract_W_ProjZ.xy = (o.vRefract_W_ProjZ + projPos.w) * 0.5f;
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o.vRefract_W_ProjZ.z = projPos.w;
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#endif
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o.vRefract_W_ProjZ.w = projPos.z;
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worldPos = mul( v.vPos, cModel[0] );
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float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
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float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
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float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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o.tangentSpaceTranspose[0] = worldTangentS;
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o.tangentSpaceTranspose[1] = worldTangentT;
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o.tangentSpaceTranspose[2] = worldNormal;
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float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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o.worldVertToEyeVector = worldVertToEyeVector;
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// FIXME: need to add a normalMapTransform to all of the water shaders.
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//o.normalMapTexCoord.x = dot( v.vNormalMapCoord, cNormalMapTransform[0] ) + cNormalMapTransform[0].w;
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//o.normalMapTexCoord.y = dot( v.vNormalMapCoord, cNormalMapTransform[1] ) + cNormalMapTransform[1].w;
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o.normalMapTexCoord = v.vNormalMapCoord;
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float f45x=v.vNormalMapCoord.x+v.vNormalMapCoord.y;
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float f45y=v.vNormalMapCoord.y-v.vNormalMapCoord.x;
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o.vExtraBumpTexCoord.x=f45x*0.1+TexOffsets.x;
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o.vExtraBumpTexCoord.y=f45y*0.1+TexOffsets.y;
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o.vExtraBumpTexCoord.z=v.vNormalMapCoord.y*0.45+TexOffsets.z;
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o.vExtraBumpTexCoord.w=v.vNormalMapCoord.x*0.45+TexOffsets.w;
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o.fogFactorW = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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return o;
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}
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