Files
source-sdk-2013/mp/src/materialsystem/stdshaders/volume_clouds_vs20.fxc
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

104 lines
3.5 KiB
Plaintext

//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// Includes
#include "common_vs_fxc.h"
// Globals
static const bool g_bSkinning = SKINNING ? true : false;
const float3 g_vTime : register( SHADER_SPECIFIC_CONST_0 );
#define g_flTime1x g_vTime.x
#define g_flTime2x g_vTime.y
#define g_flTime4x g_vTime.z
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
// Structs
struct VS_INPUT
{
float4 vPos : POSITION; // Position
float4 vNormal : NORMAL; // Normal
float4 vBoneWeights : BLENDWEIGHT; // Skin weights
float4 vBoneIndices : BLENDINDICES; // Skin indices
float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
float4 vUserData : TANGENT;
};
struct VS_OUTPUT
{
float4 vProjPosition : POSITION; // Projection-space position
float4 v2DTangentViewVector01 : TEXCOORD0;
float4 vUv01 : TEXCOORD1;
float4 v2DTangentViewVector2_vUv2 : TEXCOORD2;
};
// Main
VS_OUTPUT main( const VS_INPUT i )
{
VS_OUTPUT o;
// Decompress compressed normal and tangent
float4 vObjPosition = i.vPos.xyzw;
float3 vObjNormal;
float4 vObjTangent;
DecompressVertex_NormalTangent( i.vNormal, i.vUserData, vObjNormal, vObjTangent );
// Transform the position
float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
float3 vWorldNormal = { 0.0f, 0.0f, 0.0f };
float3 vWorldTangent = { 0.0f, 0.0f, 0.0f };
float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f };
SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal );
vWorldNormal.xyz = normalize( vWorldNormal.xyz );
vWorldTangent.xyz = normalize( vWorldTangent.xyz );
vWorldBinormal.xyz = normalize( vWorldBinormal.xyz );
// Transform into projection space
float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
o.vProjPosition = vProjPosition;
// View vector
float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz );
float3 vTangentViewVector = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz );
// Texture coordinates
float4 mRotate;
float2 vBaseUv = i.vTexCoord0.xy;
// Inner layer
mRotate.x = cos( g_flTime4x );
mRotate.y = -sin( g_flTime4x );
mRotate.z = -mRotate.y;
mRotate.w = mRotate.x;
o.vUv01.xy = ( vBaseUv.xy - 0.5f ) * 1.0f;
o.vUv01.xy = float2( dot( o.vUv01.xy, mRotate.xy ), dot( o.vUv01.xy, mRotate.zw ) );
o.vUv01.xy += 0.5f;
o.v2DTangentViewVector01.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
// Middle layer
mRotate.x = cos( g_flTime2x );
mRotate.y = -sin( g_flTime2x );
mRotate.z = -mRotate.y;
mRotate.w = mRotate.x;
o.vUv01.wz = ( vBaseUv.xy - 0.5f ) * 1.0f;
o.vUv01.wz = float2( dot( o.vUv01.wz, mRotate.xy ), dot( o.vUv01.wz, mRotate.zw ) );
o.vUv01.wz += 0.5f;
o.v2DTangentViewVector01.wz = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
// Outer layer
mRotate.x = cos( g_flTime1x );
mRotate.y = -sin( g_flTime1x );
mRotate.z = -mRotate.y;
mRotate.w = mRotate.x;
float2 vUv2 = ( vBaseUv.xy - 0.5f ) * 1.0f;
vUv2.xy = float2( dot( vUv2.xy, mRotate.xy ), dot( vUv2.xy, mRotate.zw ) );
vUv2.xy += 0.5f;
o.v2DTangentViewVector2_vUv2.wz = vUv2.xy;
o.v2DTangentViewVector2_vUv2.xy = float2( dot( vTangentViewVector.xy, mRotate.xy ), dot( vTangentViewVector.xy, mRotate.zw ) );
return o;
}