Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// STATIC: "VERTEXCOLOR" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const int g_FogType = DOWATERFOG;
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
const float4 g_vVertexColor : register( SHADER_SPECIFIC_CONST_6 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
#if VERTEXCOLOR
float4 vColor : COLOR0;
#endif
float4 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float2 vTexCoord3 : TEXCOORD3;
float4 vColor : COLOR0;
float4 fogFactorW : COLOR1;
#if !defined( _X360 )
float fog : FOG;
#endif
float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float3 worldPos;
float3 worldNormal;
//------------------------------------------------------------------------------
// Vertex blending
//------------------------------------------------------------------------------
SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vProjPos = vProjPos;
vProjPos = dot( float4( worldPos, 1 ), cViewProjZ );
o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
//------------------------------------------------------------------------------
// Fog
//------------------------------------------------------------------------------
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW;
#endif
//------------------------------------------------------------------------------
// Texture coord transforms
//------------------------------------------------------------------------------
o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)cBaseTextureTransform );
o.vTexCoord3 = mul( v.vTexCoord0, (float2x4)cDetailTextureTransform );
o.vColor = cModulationColor;
#if VERTEXCOLOR
// 0 or 1 for g_vVertexColor.x, eliminating a bool
o.vColor = lerp( o.vColor, o.vColor * v.vColor, g_vVertexColor.x );
#endif
return o;
}