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103 lines
3.0 KiB
103 lines
3.0 KiB
// STATIC: "MODEL" "0..1" |
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// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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#include "common_vs_fxc.h" |
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static const bool g_bSkinning = SKINNING ? true : false; |
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static const bool g_bModel = MODEL ? true : false; |
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); |
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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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float4 vNormal : NORMAL; |
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float4 vBaseTexCoord : TEXCOORD0; |
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#if !MODEL |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL0; |
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#else |
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float4 vUserData : TANGENT; |
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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 vProjPos_POSITION : POSITION; |
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float vFog : FOG; |
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float2 vBumpTexCoord : TEXCOORD0; |
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float3 vTangentEyeVect : TEXCOORD1; |
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float3x3 tangentSpaceTranspose : TEXCOORD2; |
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float3 vRefractXYW : TEXCOORD5; |
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float4 projNormal_screenCoordW : TEXCOORD6; |
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float4 worldPos_projPosZ : TEXCOORD7; |
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float4 fogFactorW : COLOR1; |
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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 worldNormal, worldPos, worldTangentS, worldTangentT; |
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float3 vObjNormal; |
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#if MODEL |
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float4 vObjTangent; |
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent ); |
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SkinPositionNormalAndTangentSpace( |
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g_bSkinning, |
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v.vPos, vObjNormal, vObjTangent, |
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v.vBoneWeights, v.vBoneIndices, |
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worldPos, worldNormal, worldTangentS, worldTangentT ); |
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#else |
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DecompressVertex_Normal( v.vNormal, vObjNormal ); |
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worldPos = mul( v.vPos, cModel[0] ); |
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worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] ); |
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worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] ); |
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worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); |
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#endif |
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// Projected position |
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.vProjPos_POSITION = vProjPos; |
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o.projNormal_screenCoordW.xyz = mul( worldNormal, cViewProj ); |
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z ); |
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// Map projected position to the refraction texture |
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float2 vRefractPos; |
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vRefractPos.x = vProjPos.x; |
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vRefractPos.y = -vProjPos.y; // invert Y |
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vRefractPos = (vRefractPos + vProjPos.w) * 0.5f; |
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// Refraction transform |
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o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w); |
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// Compute fog based on the position |
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float3 vWorldPos = mul( v.vPos, cModel[0] ); |
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o.fogFactorW = o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); |
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// Eye vector |
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float3 vWorldEyeVect = cEyePos - vWorldPos; |
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// Transform to the tangent space |
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o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS ); |
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o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT ); |
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o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal ); |
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// Tranform bump coordinates |
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o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); |
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o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); |
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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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return o; |
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}
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