Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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;
}