initial
This commit is contained in:
105
materialsystem/stdshaders/customclothing_vs20.fxc
Normal file
105
materialsystem/stdshaders/customclothing_vs20.fxc
Normal file
@@ -0,0 +1,105 @@
|
||||
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
|
||||
|
||||
// STATIC: "COMPOSITEMODE" "0..2"
|
||||
|
||||
// DYNAMIC: "SKINNING" "0..1"
|
||||
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
|
||||
// DYNAMIC: "NUM_LIGHTS" "0..4"
|
||||
|
||||
// SKIP: ( ( $COMPOSITEMODE == 1 ) && ( $SKINNING != 0 ) )
|
||||
// SKIP: ( ( $COMPOSITEMODE == 1 ) && ( $NUM_LIGHTS != 0 ) )
|
||||
|
||||
#include "common_vs_fxc.h"
|
||||
|
||||
const float4 g_baseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); // 0 & 1
|
||||
const float4 g_wearTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); // 2 & 3
|
||||
const float4 g_grungeTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5
|
||||
|
||||
#if ( COMPOSITEMODE != 1 )
|
||||
static const bool g_bSkinning = SKINNING ? true : false;
|
||||
#endif
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 vPos : POSITION;
|
||||
float2 vTexCoord : TEXCOORD0;
|
||||
|
||||
#if ( COMPOSITEMODE != 1 )
|
||||
float4 vNormal : NORMAL;
|
||||
float4 vTangent : TANGENT;
|
||||
float4 vBoneWeights : BLENDWEIGHT;
|
||||
float4 vBoneIndices : BLENDINDICES;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 vProjPos_POSITION : POSITION;
|
||||
float4 vBaseUV_PatternUV : TEXCOORD0;
|
||||
float4 vWearUV_GrungeUV : TEXCOORD1;
|
||||
|
||||
#if ( COMPOSITEMODE != 1 )
|
||||
float4 lightAtten : TEXCOORD2;
|
||||
float3 worldPos : TEXCOORD3;
|
||||
float3x3 tangentSpaceTranspose : TEXCOORD4;
|
||||
// second row : TEXCOORD5;
|
||||
// third row : TEXCOORD6;
|
||||
float4 vProjPos : TEXCOORD7;
|
||||
#endif
|
||||
};
|
||||
|
||||
// Main
|
||||
VS_OUTPUT main( const VS_INPUT i )
|
||||
{
|
||||
VS_OUTPUT o;
|
||||
|
||||
#if ( COMPOSITEMODE == 1 ) // image-space composite mode
|
||||
|
||||
o.vProjPos_POSITION = i.vPos;
|
||||
|
||||
#else // COMPOSITEMODE != 1 (3d mode)
|
||||
|
||||
float4 vPosition, vTangent;
|
||||
float3 vNormal, worldPos, worldNormal, worldTangentS, worldTangentT;
|
||||
|
||||
vPosition = i.vPos;
|
||||
|
||||
// Perform skinning
|
||||
DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vNormal, vTangent );
|
||||
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
|
||||
i.vBoneWeights, i.vBoneIndices, worldPos,
|
||||
worldNormal, worldTangentS, worldTangentT );
|
||||
worldTangentS = normalize( worldTangentS );
|
||||
worldTangentT = normalize( worldTangentT );
|
||||
worldNormal = normalize( worldNormal );
|
||||
|
||||
// Tangent space transform
|
||||
o.tangentSpaceTranspose[0].xyz = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
|
||||
o.tangentSpaceTranspose[1].xyz = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
|
||||
o.tangentSpaceTranspose[2].xyz = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
|
||||
|
||||
o.worldPos = worldPos;
|
||||
o.vProjPos = o.vProjPos_POSITION = mul( float4( worldPos, 1.0f ), cViewProj );
|
||||
|
||||
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
|
||||
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
|
||||
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
|
||||
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
o.vBaseUV_PatternUV.xy = i.vTexCoord;
|
||||
|
||||
o.vBaseUV_PatternUV.z = dot ( i.vTexCoord, g_baseTextureTransform[0].xy ) + g_baseTextureTransform[0].w;
|
||||
o.vBaseUV_PatternUV.w = dot ( i.vTexCoord, g_baseTextureTransform[1].xy ) + g_baseTextureTransform[1].w;
|
||||
|
||||
o.vWearUV_GrungeUV.x = dot ( i.vTexCoord, g_wearTexCoordTransform[0].xy ) + g_wearTexCoordTransform[0].w;
|
||||
o.vWearUV_GrungeUV.y = dot ( i.vTexCoord, g_wearTexCoordTransform[1].xy ) + g_wearTexCoordTransform[1].w;
|
||||
|
||||
o.vWearUV_GrungeUV.z = dot ( i.vTexCoord, g_grungeTexCoordTransform[0].xy ) + g_grungeTexCoordTransform[0].w;
|
||||
o.vWearUV_GrungeUV.w = dot ( i.vTexCoord, g_grungeTexCoordTransform[1].xy ) + g_grungeTexCoordTransform[1].w;
|
||||
|
||||
return o;
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user