You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
103 lines
3.5 KiB
103 lines
3.5 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// |
|
|
|
// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
|
// DYNAMIC: "SKINNING" "0..1" |
|
|
|
// Includes |
|
#include "common_vs_fxc.h" |
|
|
|
// Globals |
|
static const bool g_bSkinning = SKINNING ? true : false; |
|
|
|
const float3 g_vTime : register( SHADER_SPECIFIC_CONST_0 ); |
|
#define g_flTime1x g_vTime.x |
|
#define g_flTime2x g_vTime.y |
|
#define g_flTime4x g_vTime.z |
|
|
|
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); |
|
|
|
// Structs |
|
struct VS_INPUT |
|
{ |
|
float4 vPos : POSITION; // Position |
|
float4 vNormal : NORMAL; // Normal |
|
float4 vBoneWeights : BLENDWEIGHT; // Skin weights |
|
float4 vBoneIndices : BLENDINDICES; // Skin indices |
|
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates |
|
float4 vUserData : TANGENT; |
|
}; |
|
|
|
struct VS_OUTPUT |
|
{ |
|
float4 vProjPosition : POSITION; // Projection-space position |
|
float4 v2DTangentViewVector01 : TEXCOORD0; |
|
float4 vUv01 : TEXCOORD1; |
|
float4 v2DTangentViewVector2_vUv2 : TEXCOORD2; |
|
}; |
|
|
|
// Main |
|
VS_OUTPUT main( const VS_INPUT i ) |
|
{ |
|
VS_OUTPUT o; |
|
|
|
// Decompress compressed normal and tangent |
|
float4 vObjPosition = i.vPos.xyzw; |
|
float3 vObjNormal; |
|
float4 vObjTangent; |
|
DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vObjNormal, vObjTangent ); |
|
|
|
// Transform the position |
|
float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; |
|
float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; |
|
float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; |
|
float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; |
|
SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); |
|
vWorldNormal.xyz = normalize( vWorldNormal.xyz ); |
|
vWorldTangent.xyz = normalize( vWorldTangent.xyz ); |
|
vWorldBinormal.xyz = normalize( vWorldBinormal.xyz ); |
|
|
|
// Transform into projection space |
|
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); |
|
o.vProjPosition = vProjPosition; |
|
|
|
// View vector |
|
float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz ); |
|
float3 vTangentViewVector = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz ); |
|
|
|
// Texture coordinates |
|
float4 mRotate; |
|
float2 vBaseUv = i.vTexCoord0.xy; |
|
|
|
// Inner layer |
|
mRotate.x = cos( g_flTime4x ); |
|
mRotate.y = -sin( g_flTime4x ); |
|
mRotate.z = -mRotate.y; |
|
mRotate.w = mRotate.x; |
|
o.vUv01.xy = ( vBaseUv.xy - 0.5f ) * 1.0f; |
|
o.vUv01.xy = float2( dot( o.vUv01.xy, mRotate.xy ), dot( o.vUv01.xy, mRotate.zw ) ); |
|
o.vUv01.xy += 0.5f; |
|
o.v2DTangentViewVector01.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) ); |
|
|
|
// Middle layer |
|
mRotate.x = cos( g_flTime2x ); |
|
mRotate.y = -sin( g_flTime2x ); |
|
mRotate.z = -mRotate.y; |
|
mRotate.w = mRotate.x; |
|
o.vUv01.wz = ( vBaseUv.xy - 0.5f ) * 1.0f; |
|
o.vUv01.wz = float2( dot( o.vUv01.wz, mRotate.xy ), dot( o.vUv01.wz, mRotate.zw ) ); |
|
o.vUv01.wz += 0.5f; |
|
o.v2DTangentViewVector01.wz = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) ); |
|
|
|
// Outer layer |
|
mRotate.x = cos( g_flTime1x ); |
|
mRotate.y = -sin( g_flTime1x ); |
|
mRotate.z = -mRotate.y; |
|
mRotate.w = mRotate.x; |
|
float2 vUv2 = ( vBaseUv.xy - 0.5f ) * 1.0f; |
|
vUv2.xy = float2( dot( vUv2.xy, mRotate.xy ), dot( vUv2.xy, mRotate.zw ) ); |
|
vUv2.xy += 0.5f; |
|
o.v2DTangentViewVector2_vUv2.wz = vUv2.xy; |
|
o.v2DTangentViewVector2_vUv2.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) ); |
|
|
|
return o; |
|
}
|
|
|