// STATIC: "ONLY_PROJECT_POSITION" "0..1" [XBOX] // STATIC: "ONLY_PROJECT_POSITION" "0..0" [PC] // STATIC: "TREESWAY" "0..2" // DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "MORPHING" "0..1" [vs30] [ = pShaderAPI->IsHWMorphingEnabled() ] // DYNAMIC: "TESSELLATION" "0..2" [vs30] [PC] // DYNAMIC: "TESSELLATION" "0..0" [XBOX] // DYNAMIC: "TESSELLATION" "0..0" [vs20] [PC] // SKIP: ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION #include "common_vs_fxc.h" static const bool g_bSkinning = SKINNING ? true : false; #ifdef SHADER_MODEL_VS_3_0 // NOTE: cMorphTargetTextureDim.xy = target dimensions, // cMorphTargetTextureDim.z = 4tuples/morph const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); #endif #if ( TREESWAY ) const float4 g_vTreeSwayParams0 : register( SHADER_SPECIFIC_CONST_2 ); const float4 g_vTreeSwayParams1 : register( SHADER_SPECIFIC_CONST_3 ); const float4 g_vTreeSwayParams2 : register( SHADER_SPECIFIC_CONST_4 ); const float4 g_vTreeSwayParams3 : register( SHADER_SPECIFIC_CONST_5 ); const float4 g_vTreeSwayParams4 : register( SHADER_SPECIFIC_CONST_9 ); #define g_flTime g_vTreeSwayParams0.x #define g_vWindDir g_vTreeSwayParams0.yz #define g_flScrumbleFalloffCurve g_vTreeSwayParams1.x #define g_flSwayFalloffCurve g_vTreeSwayParams1.y #define g_flScrumbleSpeed g_vTreeSwayParams1.z #define g_flFastSwaySpeedScale g_vTreeSwayParams1.w #define g_flHeight g_vTreeSwayParams2.x #define g_flStartHeight g_vTreeSwayParams2.y #define g_flRadius g_vTreeSwayParams2.z #define g_flStartRadius g_vTreeSwayParams2.w #define g_flSwaySpeed g_vTreeSwayParams3.x #define g_flSwayIntensity g_vTreeSwayParams3.y #define g_flScrumbleWaveCount g_vTreeSwayParams3.z #define g_flScrumbleIntensity g_vTreeSwayParams3.w #define g_flWindSpeedLerpStart g_vTreeSwayParams4.x #define g_flWindSpeedLerpEnd g_vTreeSwayParams4.y #endif #if TESSELLATION #include "tessellation_vs_fxc.h" const float4 g_SubDControls : register( SHADER_SPECIFIC_CONST_8 ); sampler2D BezierSampler : register( s1 ); sampler2D DispSampler : register( s2 ); // VS_INPUT defined in header #else // no TESSELLATION struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord : TEXCOORD0; float4 vBoneWeights : BLENDWEIGHT; float4 vBoneIndices : BLENDINDICES; // Position delta stream float3 vPosFlex : POSITION1; #ifdef SHADER_MODEL_VS_3_0 float vVertexID : POSITION2; #endif }; #endif // TESSELLATION struct VS_OUTPUT { float4 projPos : POSITION; #if (ONLY_PROJECT_POSITION == 0) //360 sometimes runs without the pixel shader component, but has to patch this output if it does. float2 texCoord : TEXCOORD0; #endif }; #include "tree_sway.h" VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float3 worldPos; #if ( TESSELLATION ) { float2 detailUV, baseUV; float3 worldNormal, worldTangentS, worldTangentT; EvaluateSubdivisionSurface( v, g_SubDControls.x, g_SubDControls.y, g_SubDControls.z, BezierSampler, DispSampler, worldNormal, worldPos, baseUV, detailUV ); #if (ONLY_PROJECT_POSITION == 0) { o.texCoord = baseUV; } #endif } #else // not tessellating { float4 vPosition = v.vPos; #if ( !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING ) { ApplyMorph( v.vPosFlex, vPosition.xyz ); } #else { ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3(0, 0, 0), vPosition.xyz ); } #endif #if ( TREESWAY ) { vPosition.xyz = ComputeTreeSway( vPosition.xyz, g_flTime ); } #endif SkinPosition( g_bSkinning, vPosition, v.vBoneWeights, v.vBoneIndices, worldPos ); #if ( ONLY_PROJECT_POSITION == 0 ) { o.texCoord = v.vTexCoord; } #endif } #endif o.projPos = mul( float4( worldPos, 1.0f ), cViewProj ); return o; }