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cool-source-archive/materialsystem/stdshadersdx11/sky_vs40.fxc
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

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#include "common_cbuffers_fxc.h"
CBUFFER_PERMODEL(register(b0)) // model matrix
CBUFFER_PERFRAME(register(b1)) // view matrix
CBUFFER_PERSCENE(register(b2)) // proj matrix
#include "common_sky_fxc.h"
cbuffer Sky_CBuffer_t : register(b3)
{
Sky_t cSky;
};
#include "common_vs_fxc.h"
#define TEXEL_XINCR (cSky.vTextureSizeInfo.x)
#define TEXEL_YINCR (cSky.vTextureSizeInfo.y)
#define U_TO_PIXEL_COORD_SCALE (cSky.vTextureSizeInfo.z)
#define V_TO_PIXEL_COORD_SCALE (cSky.vTextureSizeInfo.w)
struct VS_INPUT
{
float4 vPos : POSITION;
float2 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : SV_POSITION;
float2 baseTexCoord00 : TEXCOORD0;
float2 baseTexCoord01 : TEXCOORD1;
float2 baseTexCoord10 : TEXCOORD2;
float2 baseTexCoord11 : TEXCOORD3;
float2 baseTexCoord_In_Pixels: TEXCOORD4;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = ComputeProjPos(v.vPos.xyz, cModelMatrix, cViewMatrix, cProjMatrix);
float4 vTexCoordInput = { v.vTexCoord0.x, v.vTexCoord0.y, 0.0f, 1.0f };
float2 vTexCoord;
vTexCoord.x = dot( vTexCoordInput.xyzw, cSky.mBaseTexCoordTransform[0] );
vTexCoord.y = dot( vTexCoordInput.xyzw, cSky.mBaseTexCoordTransform[1] );
// Compute quantities needed for pixel shader texture lerping
o.baseTexCoord00.x = vTexCoord.x - TEXEL_XINCR;
o.baseTexCoord00.y = vTexCoord.y - TEXEL_YINCR;
o.baseTexCoord10.x = vTexCoord.x + TEXEL_XINCR;
o.baseTexCoord10.y = vTexCoord.y - TEXEL_YINCR;
o.baseTexCoord01.x = vTexCoord.x - TEXEL_XINCR;
o.baseTexCoord01.y = vTexCoord.y + TEXEL_YINCR;
o.baseTexCoord11.x = vTexCoord.x + TEXEL_XINCR;
o.baseTexCoord11.y = vTexCoord.y + TEXEL_YINCR;
o.baseTexCoord_In_Pixels.xy = o.baseTexCoord00.xy;
o.baseTexCoord_In_Pixels.x *= U_TO_PIXEL_COORD_SCALE;
o.baseTexCoord_In_Pixels.y *= V_TO_PIXEL_COORD_SCALE;
return o;
}