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142 lines
3.8 KiB
142 lines
3.8 KiB
// 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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