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hl2sdk/materialsystem/stdshaders/projected_vs20.fxc
Scott Ehlert fdd0bbf277 SDK sync.
2012-07-06 20:35:59 -05:00

94 lines
2.4 KiB
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// STATIC: "MODEL" "0..1"
// STATIC: "FOW" "0..1"
#include "common_fog_vs_fxc.h"
#include "common_vs_fxc.h"
#include "fow_vs_fxc.h"
//const float4 cBaseTexCoordTransform[ 2 ] : register( SHADER_SPECIFIC_CONST_6 );
const float4 g_flProjectedSizeRotation : register( c49 );
const float4 g_vProjectionOrigin : register( c48 );
static const bool g_bSkinning = SKINNING ? true : false;
#if ( FOW == 1 )
const float4 g_vFoWWorldSize : register( c26 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
#if ( FOW == 1 )
float2 vFowCoord : TEXCOORD3;
#endif
};
static const float3 Normal = float3( 0, 0, -1.0 );
float3 ClosestPointOnPlane( float3 TestPoint )
{
float distance = dot( Normal, TestPoint - g_vProjectionOrigin );
return TestPoint - distance*Normal;
}
float2 ComputeTexCoord( const float3 vWorldPos, const float flRotation, const float flScale )
{
float3 vTest = ClosestPointOnPlane( vWorldPos );
float2 vBaseCoord = ( ( vTest - g_vProjectionOrigin ) / g_flProjectedSizeRotation.x ) + 0.5f;
float2 vAdjust = vBaseCoord - float2( 0.5, 0.5 );
float2 vResult;
float c = cos( flRotation );
float s = sin( flRotation );
vResult.x = ( vAdjust.x * c ) + ( vAdjust.y * -s );
vResult.y = ( vAdjust.x * s ) + ( vAdjust.y * c );
return ( vResult / flScale ) + float2( 0.5, 0.5 );
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o;
float3 vNewPos = v.vPos;
// vNewPos.z += 128.0;
float4 vProjPos;
float3 vWorldPos;
SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, vWorldPos );
// vProjPos = mul( float4( vNewPos, 1 ), cModelViewProj );
vProjPos = mul( float4( vWorldPos, 1 ), cViewProj );
o.vProjPos = vProjPos;
// vWorldPos = mul( float4( vNewPos, 1 ), cModel[0] );
#if ( FOW == 1 )
o.vFowCoord = CalcFoWCoord( g_vFoWWorldSize, vWorldPos.xy );
#endif
o.vBaseTexCoord = ComputeTexCoord( vWorldPos, g_flProjectedSizeRotation.y, 1.0 );
return o;
}