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132 lines
4.3 KiB
132 lines
4.3 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// |
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// STATIC: "BUMPMAP" "0..1" |
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// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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// DYNAMIC: "MORPHING" "0..1" [vs30] |
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// Includes |
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#include "common_vs_fxc.h" |
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// Globals |
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static const bool g_bSkinning = SKINNING ? true : false; |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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#ifdef SHADER_MODEL_VS_3_0 |
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// NOTE: cMorphTargetTextureDim.xy = target dimensions, |
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// cMorphTargetTextureDim.z = 4tuples/morph |
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); |
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); |
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); |
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#endif |
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// Structs |
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struct VS_INPUT |
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{ |
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float4 vPos : POSITION; // Position |
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float4 vNormal : NORMAL; // Normal |
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights |
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float4 vBoneIndices : BLENDINDICES; // Skin indices |
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates |
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#if BUMPMAP |
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float4 vTangent : TANGENT; |
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#endif |
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// Position and normal/tangent deltas |
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float3 vPosFlex : POSITION1; |
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float3 vNormalFlex : NORMAL1; |
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#ifdef SHADER_MODEL_VS_3_0 |
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float vVertexID : POSITION2; |
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#endif |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 vProjPosition : POSITION; // Projection-space position |
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float3 vWorldNormal : TEXCOORD0; // World-space normal |
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float3 vProjPosForRefract : TEXCOORD1; |
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float3 vWorldViewVector : TEXCOORD2; |
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float3x3 mTangentSpaceTranspose : TEXCOORD3; |
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// second row : TEXCOORD4; |
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// third row : TEXCOORD5; |
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float2 vTexCoord0 : TEXCOORD6; |
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float4 vModelSpacePos : TEXCOORD7; |
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}; |
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// Main |
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VS_OUTPUT main( const VS_INPUT i ) |
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{ |
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VS_OUTPUT o; |
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// Flexes coming in from a separate stream (contribution masked by cFlexScale.x) |
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float4 vObjPosition = i.vPos; |
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float3 vObjNormal; |
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#if BUMPMAP |
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float4 vObjTangent; |
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DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent ); |
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING |
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ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal, vObjTangent.xyz ); |
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#else |
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz, vObjNormal, vObjTangent.xyz ); |
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#endif |
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#else // !BUMPMAP |
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DecompressVertex_Normal( i.vNormal, vObjNormal ); |
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING |
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ApplyMorph( i.vPosFlex, i.vNormalFlex, vObjPosition.xyz, vObjNormal ); |
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#else |
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), |
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vObjPosition.xyz, vObjNormal ); |
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#endif |
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#endif |
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// Transform the position |
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; |
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float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; |
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float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; |
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float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; |
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#if BUMPMAP |
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SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); |
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#else |
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SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal.xyz, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal ); |
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#endif |
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o.vWorldNormal.xyz = normalize( vWorldNormal.xyz ); |
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// Transform into projection space |
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); |
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o.vProjPosition = vProjPosition; |
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// Map projected position to the refraction texture |
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float2 vRefractPos; |
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vRefractPos.x = vProjPosition.x; |
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vRefractPos.y = -vProjPosition.y; // Invert Y |
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vRefractPos = (vRefractPos + vProjPosition.w) * 0.5f; |
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o.vProjPosForRefract.xyz = float3(vRefractPos.x, vRefractPos.y, vProjPosition.w); |
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// View vector |
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float3 vWorldViewVector = normalize (vWorldPosition.xyz - cEyePos.xyz); |
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o.vWorldViewVector.xyz = vWorldViewVector.xyz; |
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// Tangent space transform |
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o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x ); |
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o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y ); |
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o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z ); |
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// Texture coordinates |
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o.vTexCoord0.x = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[0] ); |
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o.vTexCoord0.y = dot( i.vTexCoord0.xy, cBaseTexCoordTransform[1] ); |
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// model space |
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o.vModelSpacePos = float4( i.vPos.xyz, 0) ; |
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return o; |
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}
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