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106 lines
3.2 KiB
106 lines
3.2 KiB
// STATIC: "BASETEXTURE" "0..1" |
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#include "common_vs_fxc.h" |
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); |
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const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_3 ); |
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struct VS_INPUT |
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{ |
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float4 vPos : POSITION; |
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float4 vNormal : NORMAL; |
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float4 vBaseTexCoord : TEXCOORD0; |
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float2 vLightmapTexCoord : TEXCOORD1; |
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float2 vLightmapTexCoordOffset : TEXCOORD2; |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL0; |
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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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float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0; |
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float3 vTangentEyeVect : TEXCOORD1; |
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float4 vReflectXY_vRefractYX : TEXCOORD2; |
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float W : TEXCOORD3; |
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float4 vProjPos : TEXCOORD4; |
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float screenCoord : TEXCOORD5; |
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#if BASETEXTURE |
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HALF4 lightmapTexCoord1And2 : TEXCOORD6; |
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HALF4 lightmapTexCoord3 : TEXCOORD7; |
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#endif |
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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 vObjNormal; |
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DecompressVertex_Normal( v.vNormal, vObjNormal ); |
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// Projected position |
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float4 vProjPos = mul( v.vPos, cModelViewProj ); |
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o.vProjPos = o.vProjPos_POSITION = vProjPos; |
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// Project tangent basis |
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float2 vProjTangentS = mul( v.vTangentS, cViewProj ); |
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float2 vProjTangentT = mul( v.vTangentT, cViewProj ); |
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// Map projected position to the reflection texture |
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float2 vReflectPos; |
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vReflectPos.x = -vProjPos.x; |
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vReflectPos.y = -vProjPos.y; // invert Y |
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vReflectPos = (vReflectPos + vProjPos.w) * 0.5f; |
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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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// Reflection transform |
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o.vReflectXY_vRefractYX = float4( vReflectPos.x, vReflectPos.y, vRefractPos.y, vRefractPos.x ); |
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o.W = vProjPos.w; |
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o.screenCoord = vProjPos.x; |
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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, v.vTangentS ); |
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o.vTangentEyeVect.y = dot( vWorldEyeVect, v.vTangentT ); |
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o.vTangentEyeVect.z = dot( vWorldEyeVect, vObjNormal ); |
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// Tranform bump coordinates |
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o.vBumpTexCoordXY_vTexCoordXY.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); |
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o.vBumpTexCoordXY_vTexCoordXY.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); |
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#if BASETEXTURE |
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o.vBumpTexCoordXY_vTexCoordXY.z = dot( v.vBaseTexCoord, cBaseTextureTransform[0] ); |
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o.vBumpTexCoordXY_vTexCoordXY.w = dot( v.vBaseTexCoord, cBaseTextureTransform[1] ); |
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; |
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; |
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; |
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// reversed component order |
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; |
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; |
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o.lightmapTexCoord3.xy = lightmapTexCoord3; |
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#else |
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o.vBumpTexCoordXY_vTexCoordXY.z = 0.0f; |
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o.vBumpTexCoordXY_vTexCoordXY.w = 0.0f; |
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#endif |
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return o; |
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} |
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