Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
#include "common_vs_fxc.h"
const float4x3 cModelView : register(SHADER_SPECIFIC_CONST_0);
const float4x4 cProj : register(SHADER_SPECIFIC_CONST_3);
// derivative of catmull rom spline courtesy of calc
float4 DCatmullRomSpline ( float4 a, float4 b, float4 c, float4 d, float t )
{
return 0.5 *( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * (3 * b - a - 3 * c + d ) )
+ t * ( 2 * a - 5 * b + 4 * c - d + 2 * ( t * ( 3 * b - a - 3 * c + d ) ) ) );
}
float3 DCatmullRomSpline3 ( float3 a, float3 b, float3 c, float3 d, float t )
{
return 0.5 *( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * (3 * b - a - 3 * c + d ) )
+ t * ( 2 * a - 5 * b + 4 * c - d + 2 * ( t * ( 3 * b - a - 3 * c + d ) ) ) );
}
float4 CatmullRomSpline( float4 a, float4 b, float4 c, float4 d, float t )
{
return b + 0.5 * t * ( c - a + t * ( 2 * a - 5 * b + 4 * c - d + t * ( -a + 3 * b -3 * c + d ) ) );
}
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vTint : COLOR;
float4 vParms : POSITION; // T V side_id
float4 vSplinePt0 : TEXCOORD0; // x y z rad
float4 vSplinePt1 : TEXCOORD1; // x y z rad
float4 vSplinePt2 : TEXCOORD2; // x y z rad
float4 vSplinePt3 : TEXCOORD3; // x y z rad
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float4 argbcolor : COLOR;
float4 blendfactor0 : TEXCOORD2;
float4 vScreenPos : TEXCOORD7;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float4 posrad =
CatmullRomSpline( v.vSplinePt0, v.vSplinePt1, v.vSplinePt2, v.vSplinePt3, v.vParms.x );
float3 v2p = ( posrad.xyz - cEyePos );
float3 tangent=DCatmullRomSpline3( v.vSplinePt0, v.vSplinePt1, v.vSplinePt2, v.vSplinePt3, v.vParms.x );
float3 ofs = normalize( cross(v2p, normalize( tangent) ) );
posrad.xyz += ofs * ( posrad.w * ( v.vParms.z - .5 ) );
o.projPos = mul( float4(posrad.xyz, 1.0f), cViewProj );
o.texCoord0 = o.texCoord1 = float2( (1-v.vParms.z), v.vParms.y);
o.argbcolor = v.vTint;
o.blendfactor0 = float4(0,0,0,0);
o.vScreenPos = float4(0,0,0,0);
return o;
}