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//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
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// STATIC: "BUMPMAP" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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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 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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#if BUMPMAP
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float4 vTangent : TANGENT;
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#endif
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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 vNormalFlex : NORMAL1;
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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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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 vProjPosition : POSITION; // Projection-space position
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float3 vWorldNormal : TEXCOORD0; // World-space normal
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float3 vProjPosForRefract : TEXCOORD1;
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float3 vWorldViewVector : TEXCOORD2;
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float3x3 mTangentSpaceTranspose : TEXCOORD3;
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// second row : TEXCOORD4;
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// third row : TEXCOORD5;
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float2 vTexCoord0 : TEXCOORD6;
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float4 vModelSpacePos : TEXCOORD7;
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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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VS_OUTPUT o;
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// Flexes coming in from a separate stream (contribution masked by cFlexScale.x)
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float4 vObjPosition = i.vPos;
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float3 vObjNormal;
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#if BUMPMAP
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float4 vObjTangent;
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DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent );
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz );
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#endif
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#else // !BUMPMAP
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DecompressVertex_Normal( i.vNormal, vObjNormal );
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ),
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vObjPosition.xyz, vObjNormal );
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#endif
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#endif
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// Transform the position
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
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float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
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float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
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float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
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#if BUMPMAP
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SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
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#else
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SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal );
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#endif
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o.vWorldNormal.xyz = normalize( vWorldNormal.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 = vProjPosition;
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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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o.vWorldViewVector.xyz = vWorldViewVector.xyz;
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// Tangent space transform
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o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x );
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o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y );
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o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z );
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// Texture coordinates
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o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] );
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o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] );
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// model space
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o.vModelSpacePos = float4( i.vPos.xyz, 0) ;
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return o;
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}
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