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90 lines
3.1 KiB
90 lines
3.1 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// |
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// STATIC: "STAGE" "0..2" |
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// Includes |
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#include "common_vs_fxc.h" |
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// Globals |
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const float g_flTime : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); |
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const float2 g_vConst3 : register( SHADER_SPECIFIC_CONST_3 ); |
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#define g_flPortalOpenAmount g_vConst3.x |
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#define g_flPortalStaticAmount g_vConst3.y |
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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 vTexCoord0 : TEXCOORD0; // Base texture coordinates |
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float4 vTangent : TANGENT; // Flip in w |
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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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float2 vUv0 : TEXCOORD0; |
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float3 vWorldTangent : TEXCOORD1; |
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float3 vWorldBinormal : TEXCOORD2; |
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float4 vWorldPosition : TEXCOORD3; // Proj pos z in w |
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float3 vProjPosForRefract : TEXCOORD4; |
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float4 vNoiseTexCoord : TEXCOORD5; |
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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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float kFlPortalOuterBorder = 0.075f; // Must match PS! |
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VS_OUTPUT o; |
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float3 vObjNormal; |
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DecompressVertex_Normal( i.vNormal, vObjNormal ); |
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// Transform the position |
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float3 vWorldPosition = mul( i.vPos, cModel[0] ); |
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float3 vWorldNormal = normalize( mul( vObjNormal, ( float3x3 )cModel[0] ) ); |
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float3 vWorldTangent = normalize( mul( i.vTangent, ( float3x3 )cModel[0] ) ); |
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float3 vWorldBinormal = normalize( cross( vWorldNormal, vWorldTangent ) * i.vTangent.w ); |
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o.vWorldPosition.xyz = vWorldPosition.xyz; |
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//o.vWorldNormal.xyz = vWorldNormal.xyz; |
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o.vWorldTangent.xyz = vWorldTangent.xyz + vWorldPosition.xyz; |
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o.vWorldBinormal.xyz = vWorldBinormal.xyz + vWorldPosition.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.xyzw = vProjPosition.xyzw; |
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o.vWorldPosition.w = vProjPosition.z; |
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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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// Texture coordinates |
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float2 vBaseUv; |
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vBaseUv.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] ); |
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vBaseUv.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] ); |
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//o.vUv0.xy = vBaseUv.xy; |
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o.vUv0.xy = vBaseUv.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); // Adjust uv's for shrunken portal |
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// Portal open time |
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float flPortalOpenAmount = saturate( g_flPortalOpenAmount + 0.001f ); // 0.001f to avoid divide by zero |
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// Noise UV |
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float kFlBorderNoiseScale = 0.3f; |
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float kFlNoiseUvScroll = g_flTime * 0.0275f; |
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float2 vNoiseUv = ( ( vBaseUv.xy - 0.5f ) / flPortalOpenAmount ) + 0.5f; |
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o.vNoiseTexCoord.xy = ( vNoiseUv.xy * kFlBorderNoiseScale ) + float2( kFlNoiseUvScroll, 0 ); |
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o.vNoiseTexCoord.zw = ( vNoiseUv.xy * kFlBorderNoiseScale ) - float2( kFlNoiseUvScroll, 0 ); // Will fetch as wz to avoid matching layers |
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return o; |
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}
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