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347 lines
9.4 KiB
347 lines
9.4 KiB
// STATIC: "ZOOM_ANIMATE_SEQ2" "0..1" [vs20] |
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// STATIC: "DUALSEQUENCE" "0..1" [vs20] |
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// STATIC: "EXTRACTGREENALPHA" "0..1" [vs20] |
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// STATIC: "ZOOM_ANIMATE_SEQ2" "0..0" [vs11] |
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// STATIC: "DUALSEQUENCE" "0..0" [vs11] |
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// STATIC: "EXTRACTGREENALPHA" "0..0" [vs11] |
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// STATIC: "USE_INSTANCING" "0..1" [vs20] |
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// DYNAMIC: "ORIENTATION" "0..2" |
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#include "common_vs_fxc.h" |
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const float4x3 cModelView : register(SHADER_SPECIFIC_CONST_0); |
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const float4x4 cProj : register(SHADER_SPECIFIC_CONST_3); |
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#if ZOOM_ANIMATE_SEQ2 |
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const float4 ScaleParms : register(SHADER_SPECIFIC_CONST_7); |
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#define OLDFRM_SCALE_START (ScaleParms.x) |
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#define OLDFRM_SCALE_END (ScaleParms.y) |
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#endif |
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const float4 SizeParms : register(SHADER_SPECIFIC_CONST_8); |
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const float4 SizeParms2 : register(SHADER_SPECIFIC_CONST_9); |
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const float4 ViewportTransformScaled : register(SHADER_SPECIFIC_CONST_10); |
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#define MINIMUM_SIZE_FACTOR (SizeParms.x) |
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#define MAXIMUM_SIZE_FACTOR (SizeParms.y) |
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#define START_FADE_SIZE_FACTOR (SizeParms.z) |
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#define END_FADE_SIZE_FACTOR (SizeParms.w) |
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// alpha fade w/ distance |
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#define START_FAR_FADE ( SizeParms2.x ) |
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#define FAR_FADE_FACTOR ( SizeParms2.y ) // alpha = 1-min(1,max(0, (dist-start_fade)*factor)) |
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// Define stuff for instancing on 360 |
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#if ( defined( _X360 ) && defined( SHADER_MODEL_VS_2_0 ) ) |
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#define CONST_PC |
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#define VERTEX_INDEX_PARAM_360 ,int Index:INDEX |
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#define DO_INSTANCING 1 |
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#else |
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#define CONST_PC const |
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#define VERTEX_INDEX_PARAM_360 |
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#endif |
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struct VS_INPUT |
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{ |
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// This is all of the stuff that we ever use. |
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float4 vTint : COLOR; |
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float4 vPos : POSITION; |
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float4 vTexCoord0 : TEXCOORD0; |
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float4 vTexCoord1 : TEXCOORD1; |
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float4 vParms : TEXCOORD2; // frame blend, rot, radius, yaw |
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// FIXME: remove this vertex element for (USE_INSTANCING == 1), need to shuffle the following elements down |
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float2 vCornerID : TEXCOORD3; // 0,0 1,0 1,1 0,1 |
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float4 vTexCoord2 : TEXCOORD4; |
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#if DUALSEQUENCE |
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float4 vSeq2TexCoord0 : TEXCOORD5; |
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float4 vSeq2TexCoord1 : TEXCOORD6; |
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float4 vParms1 : TEXCOORD7; // second frame blend, ?,?,? |
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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 projPos : POSITION; |
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float2 texCoord0 : TEXCOORD0; |
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float2 texCoord1 : TEXCOORD1; |
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float4 argbcolor : COLOR; |
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float4 blendfactor0 : TEXCOORD2; |
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float2 texCoord2 : TEXCOORD3; |
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#if !defined( SHADER_MODEL_VS_1_1 ) |
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float4 blendfactor1 : TEXCOORD4; // for extracting green/alpha |
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#endif |
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#if DUALSEQUENCE |
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float2 vSeq2TexCoord0 : TEXCOORD5; |
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float2 vSeq2TexCoord1 : TEXCOORD6; |
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#endif |
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#if defined( _X360 ) |
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float4 vScreenPos_ReverseZ : TEXCOORD7; |
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#else |
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float4 vScreenPos : TEXCOORD7; |
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#endif |
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}; |
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#define BLENDFACTOR v.vParms.x |
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#define ROTATION v.vParms.y |
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#define RADIUS v.vParms.z |
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#define YAW (v.vParms.w) |
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#if ( ZOOM_ANIMATE_SEQ2 ) |
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float getlerpscaled( float l_in, float s0, float s1, float ts ) |
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{ |
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l_in = 2.0*(l_in-.5); |
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l_in *= lerp(s0,s1,ts); |
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return 0.5+0.5*l_in; |
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} |
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float getlerpscale_for_old_frame( float l_in, float ts ) |
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{ |
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return getlerpscaled( l_in, OLDFRM_SCALE_START, OLDFRM_SCALE_END, ts); |
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} |
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float getlerpscale_for_new_frame( float l_in, float ts ) |
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{ |
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return getlerpscaled( l_in, 1.0, OLDFRM_SCALE_START, ts ); |
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} |
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#endif // ZOOM_ANIMATE_SEQ2 |
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#ifdef DO_INSTANCING |
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void InstancedVertexRead( inout VS_INPUT v, int index ) |
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{ |
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// Duplicate each VB vertex 4 times (and generate vCornerID - the only thing that varies per-corner) |
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float4 vTint; |
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float4 vPos; |
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float4 vTexCoord0; |
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float4 vTexCoord1; |
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float4 vParms; |
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float4 vTexCoord2; |
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float4 vSeq_TexCoord0; // NOTE: April XDK compiler barfs on var names which have a number in the middle! (i.e. vSeq2TexCoord0) |
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float4 vSeq_TexCoord1; |
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float4 vParms1; |
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int spriteIndex = index / 4; |
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int cornerIndex = index - 4*spriteIndex; |
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asm |
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{ |
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vfetch vTint, spriteIndex, color0; |
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vfetch vPos, spriteIndex, position0; |
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vfetch vTexCoord0, spriteIndex, texcoord0; |
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vfetch vTexCoord1, spriteIndex, texcoord1; |
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vfetch vParms, spriteIndex, texcoord2; |
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vfetch vTexCoord2, spriteIndex, texcoord4; |
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#if DUALSEQUENCE |
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vfetch vSeq_TexCoord0, spriteIndex, texcoord5; |
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vfetch vSeq_TexCoord1, spriteIndex, texcoord6; |
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vfetch vParms1, spriteIndex, texcoord7; |
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#endif |
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}; |
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v.vTint = vTint; |
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v.vPos = vPos; |
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v.vTexCoord0 = vTexCoord0; |
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v.vTexCoord1 = vTexCoord1; |
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v.vParms = vParms; |
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v.vTexCoord2 = vTexCoord2; |
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#if DUALSEQUENCE |
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v.vSeq2TexCoord0 = vSeq_TexCoord0; |
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v.vSeq2TexCoord1 = vSeq_TexCoord1; |
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v.vParms1 = vParms1; |
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#endif |
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// Compute vCornerID - order is: (0,0) (1,0) (1,1) (0,1) |
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// float2 IDs[4] = { {0,0}, {1,0}, {1,1}, {0,1} }; |
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// v.vCornerID.xy = IDs[ cornerIndex ]; |
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// This compiles to 2 ops on 360 (MADDs with abs/sat register read/write modifiers): |
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v.vCornerID.xy = float2( 1.5f, 0.0f ) + cornerIndex*float2( -1.0f, 1.0f ); |
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v.vCornerID.xy = saturate( float2(1.5f, -3.0f) + float2( -1.0f, 2.0f )*abs( v.vCornerID.xy ) ); |
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} |
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#endif |
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VS_OUTPUT main( CONST_PC VS_INPUT v |
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VERTEX_INDEX_PARAM_360 ) |
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{ |
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VS_OUTPUT o; |
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#ifdef DO_INSTANCING |
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if ( USE_INSTANCING ) |
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{ |
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InstancedVertexRead( v, Index ); |
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} |
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#endif |
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#if SHADER_MODEL_VS_1_1 |
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float4 tint = v.vTint; |
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#else |
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float4 tint = GammaToLinear( v.vTint ); |
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#endif |
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float2 sc_yaw; |
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sincos( YAW, sc_yaw.y, sc_yaw.x ); |
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float2 sc; |
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sincos( ROTATION, sc.y, sc.x ); |
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float2 ix=2*v.vCornerID.xy-1; |
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float x1=dot(ix,sc); |
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float y1=sc.x*ix.y-sc.y*ix.x; |
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float4 projPos; |
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float3 worldPos; |
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worldPos = mul4x3( v.vPos, cModel[0] ); |
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float rad = RADIUS; |
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float3 v2p = ( worldPos - cEyePos ); |
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float l = length(v2p); |
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rad=max(rad, MINIMUM_SIZE_FACTOR * l); |
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// now, perform fade out |
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#ifndef SHADER_MODEL_VS_1_1 |
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if ( rad > START_FADE_SIZE_FACTOR * l ) |
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{ |
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if ( rad > END_FADE_SIZE_FACTOR *l ) |
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{ |
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tint = 0; |
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rad = 0; // cull so we emit 0-sized sprite |
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} |
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else |
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{ |
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tint *= 1-(rad-START_FADE_SIZE_FACTOR*l)/(END_FADE_SIZE_FACTOR*l-START_FADE_SIZE_FACTOR*l); |
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} |
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} |
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#endif |
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#ifndef SHADER_MODEL_VS_1_1 |
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// perform far fade |
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float tscale = 1-min(1, max(0, (l-START_FAR_FADE)*FAR_FADE_FACTOR) ); |
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tint *= tscale; |
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if ( tscale <= 0) |
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rad = 0; // cull so we emit 0-sized sprite |
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#endif |
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rad=min(rad, MAXIMUM_SIZE_FACTOR * l); |
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#if ORIENTATION == 0 |
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// Screen-aligned case |
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float3 viewPos; |
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viewPos = mul4x3( v.vPos, cModelView ); |
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float3 disp=float3( -x1,y1,0); |
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float tmpx=disp.x*sc_yaw.x+disp.z*sc_yaw.y; |
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disp.z = disp.z*sc_yaw.x-disp.x*sc_yaw.y; |
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disp.x=tmpx; |
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viewPos.xyz += disp * rad; |
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projPos = mul( float4(viewPos, 1.0f), cProj ); |
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#endif |
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#if ORIENTATION == 1 |
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// Z-aligned case |
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if (l > rad/2) |
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{ |
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float3 up = float3(0,0,1); |
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float3 right = normalize(cross(up, v2p)); |
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float tmpx=right.x*sc_yaw.x+right.y*sc_yaw.y; |
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right.y = right.y*sc_yaw.x-right.x*sc_yaw.y; |
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right.x=tmpx; |
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worldPos += (x1*rad)*right; |
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worldPos.z += (y1*rad)*up.z; |
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#ifndef SHADER_MODEL_VS_1_1 |
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if (l < rad*2 ) |
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{ |
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tint *= smoothstep(rad/2,rad,l); |
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} |
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#endif |
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} |
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projPos = mul( float4(worldPos, 1.0f), cViewProj ); |
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#endif |
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#if ORIENTATION == 2 |
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// aligned with z plane case - easy |
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float3 wpos=v.vPos+RADIUS*float3( y1,x1,0); |
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projPos = mul( float4(wpos, 1.0f), cModelViewProj ); |
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#endif |
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o.blendfactor0 = float4( v.vParms.x, 0, 0, 0 ); |
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o.projPos = projPos; |
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o.texCoord0.x = lerp( v.vTexCoord0.z, v.vTexCoord0.x, v.vCornerID.x ); |
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o.texCoord0.y = lerp( v.vTexCoord0.w, v.vTexCoord0.y, v.vCornerID.y ); |
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o.texCoord1.x = lerp( v.vTexCoord1.z, v.vTexCoord1.x, v.vCornerID.x ); |
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o.texCoord1.y = lerp( v.vTexCoord1.w, v.vTexCoord1.y, v.vCornerID.y ); |
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o.texCoord2.x = lerp( v.vTexCoord2.z, v.vTexCoord2.x, v.vCornerID.x ); |
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o.texCoord2.y = lerp( v.vTexCoord2.w, v.vTexCoord2.y, v.vCornerID.y ); |
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#if ( DUALSEQUENCE ) |
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float2 lerpold = v.vCornerID.xy; |
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float2 lerpnew = v.vCornerID.xy; |
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#if ( ZOOM_ANIMATE_SEQ2 ) |
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lerpold.x = getlerpscale_for_old_frame( v.vCornerID.x, v.vParms1.x ); |
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lerpold.y = getlerpscale_for_old_frame( v.vCornerID.y, v.vParms1.x ); |
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lerpnew.x = getlerpscale_for_new_frame( v.vCornerID.x, v.vParms1.x ); |
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lerpnew.y = getlerpscale_for_new_frame( v.vCornerID.y, v.vParms1.x ); |
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#endif |
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o.vSeq2TexCoord0.xy = lerp( v.vSeq2TexCoord0.zw, v.vSeq2TexCoord0.xy, lerpold.xy ); |
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o.vSeq2TexCoord1.xy = lerp( v.vSeq2TexCoord1.zw, v.vSeq2TexCoord1.xy, lerpnew.xy ); |
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o.blendfactor0.z = v.vParms1.x; |
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#endif |
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#if !defined( SHADER_MODEL_VS_1_1 ) |
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o.blendfactor1 = float4( 0.0f, 0.0f, 0.0f, 0.0f ); |
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#if ( EXTRACTGREENALPHA ) |
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// Input range Output range |
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if ( v.vParms.x < 0.25f ) // 0.0 .. 0.25 |
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{ |
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o.blendfactor0.a = v.vParms.x * 2 + 0.5f; // 0.5 .. 1.0 |
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o.blendfactor0.g = 1 - o.blendfactor0.a; // 0.5 .. 0.0 |
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} |
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else if ( v.vParms.x < 0.75f ) // 0.25 .. 0.75 |
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{ |
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o.blendfactor1.g = v.vParms.x * 2 - 0.5f; // 0.0 .. 1.0 |
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o.blendfactor0.a = 1 - o.blendfactor1.g; // 1.0 .. 0.0 |
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} |
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else // 0.75 .. 1.0 |
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{ |
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o.blendfactor1.a = v.vParms.x * 2 - 1.5f; // 0.0 .. 0.5 |
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o.blendfactor1.g = 1 - o.blendfactor1.a; // 1.0 .. 0.5 |
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} |
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#endif |
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#endif |
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// Map projected position to the refraction texture |
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float2 vScreenPos; |
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vScreenPos.x = projPos.x; |
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vScreenPos.y = -projPos.y; // invert Y |
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vScreenPos = (vScreenPos + projPos.w) * 0.5f; |
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// Need to also account for the viewport transform, which matters when rendering with mat_viewportscale != 1.0 |
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vScreenPos = (vScreenPos * ViewportTransformScaled.xy) + (projPos.w * ViewportTransformScaled.zw); |
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#if defined( _X360 ) |
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o.vScreenPos_ReverseZ = float4(vScreenPos.x, vScreenPos.y, projPos.w - projPos.z, projPos.w ); |
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#else |
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o.vScreenPos = float4(vScreenPos.x, vScreenPos.y, projPos.z, projPos.w ); |
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#endif |
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o.argbcolor = tint; |
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return o; |
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} |
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