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97 lines
2.3 KiB
97 lines
2.3 KiB
// 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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#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0)) |
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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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#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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float3 vPortalTexCoord : TEXCOORD0; |
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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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# if !defined( _X360 ) |
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float vFog : FOG; |
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# endif |
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog |
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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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float4 vTextureProjectedPos; |
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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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 = o.vProjPos; |
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#endif |
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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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o.worldPos_projPosZ = float4( worldPos.xyz, o.vProjPos.z ); |
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//Screen coordinates mapped back to texture coordinates for the portal texture |
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o.vPortalTexCoord.x = vTextureProjectedPos.x; |
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o.vPortalTexCoord.y = -vTextureProjectedPos.y; // invert Y |
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o.vPortalTexCoord.xy = (o.vPortalTexCoord.xy + vTextureProjectedPos.w) * 0.5f; |
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o.vPortalTexCoord.z = vTextureProjectedPos.w; |
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#if ( USEALTERNATEVIEW == 1 ) |
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o.vPortalTexCoord.xy = saturate( o.vPortalTexCoord.xy / vTextureProjectedPos.w ) * vTextureProjectedPos.w; //stretch instead of clipping. |
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#endif |
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# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) ) |
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{ |
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o.vSecondaryTexCoord = v.vMappingTexCoord.xy; |
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# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) ) |
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o.vTertiaryTexCoord = 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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