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84 lines
2.5 KiB
84 lines
2.5 KiB
// 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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