mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-05 14:47:22 +08:00
95 lines
2.5 KiB
HLSL
95 lines
2.5 KiB
HLSL
|
#include "Common.hlsli"
|
||
|
#include "Quaternion.hlsli"
|
||
|
|
||
|
|
||
|
cbuffer VSSceneVars : register(b0)
|
||
|
{
|
||
|
float4x4 ViewProj;
|
||
|
}
|
||
|
cbuffer VSEntityVars : register(b1)
|
||
|
{
|
||
|
float4 CamRel;
|
||
|
float4 Orientation;
|
||
|
uint HasSkeleton;
|
||
|
uint HasTransforms;
|
||
|
uint Pad0;
|
||
|
uint Pad1;
|
||
|
float3 Scale;
|
||
|
uint Pad2;
|
||
|
}
|
||
|
cbuffer VSModelVars : register(b2)
|
||
|
{
|
||
|
float4x4 Transform;
|
||
|
}
|
||
|
cbuffer TreesLodShaderVSGeometryVars : register(b3)
|
||
|
{
|
||
|
float4 AlphaTest;
|
||
|
float4 AlphaScale;
|
||
|
float4 UseTreeNormals;
|
||
|
float4 treeLod2Normal;
|
||
|
float4 treeLod2Params;
|
||
|
}
|
||
|
|
||
|
|
||
|
struct VS_INPUT
|
||
|
{
|
||
|
float4 Position : POSITION;
|
||
|
float3 Normal : NORMAL;
|
||
|
float2 Texcoord0 : TEXCOORD0;
|
||
|
float2 Texcoord1 : TEXCOORD1;
|
||
|
float2 Texcoord2 : TEXCOORD2;
|
||
|
float2 Texcoord3 : TEXCOORD3;
|
||
|
float4 Colour0 : COLOR0;
|
||
|
float4 Colour1 : COLOR1;
|
||
|
};
|
||
|
|
||
|
struct VS_OUTPUT
|
||
|
{
|
||
|
float4 Position : SV_POSITION;
|
||
|
float3 Normal : NORMAL;
|
||
|
float2 Texcoord : TEXCOORD0;
|
||
|
float4 Colour : COLOR0;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
VS_OUTPUT main(VS_INPUT input)
|
||
|
{
|
||
|
VS_OUTPUT output;
|
||
|
|
||
|
//first find the base point of the billboard.. full transformation may not be necessary!
|
||
|
float3 ipos = input.Position.xyz;
|
||
|
float3 tpos = (HasTransforms == 1) ? mul(float4(ipos, 1), Transform).xyz : ipos;
|
||
|
float3 spos = tpos;// *Scale;
|
||
|
float3 bpos = mulvq(spos, Orientation);
|
||
|
float3 opos = CamRel.xyz + bpos;
|
||
|
|
||
|
float3 dir = normalize(opos);
|
||
|
float3 bbside = normalize(cross(dir, treeLod2Normal.xyz));
|
||
|
float2 bbvpos = treeLod2Params.xy*(0.5 - input.Texcoord0)*input.Texcoord2;
|
||
|
opos += bbside*bbvpos.x;
|
||
|
opos += treeLod2Normal.xyz*bbvpos.y;
|
||
|
|
||
|
|
||
|
|
||
|
//float3 ipos = input.Position.xyz + float3(treeLod2Params.xy*(input.Texcoord0-0.5)*input.Texcoord2,0);
|
||
|
//float3 tpos = (HasTransforms == 1) ? mul(float4(ipos, 1), Transform).xyz : ipos;
|
||
|
//float3 spos = tpos;// *Scale;
|
||
|
//float3 bpos = mulvq(spos, Orientation);
|
||
|
//float3 opos = CamRel.xyz + bpos;
|
||
|
|
||
|
float4 pos = float4(opos, 1);
|
||
|
float4 cpos = mul(pos, ViewProj);
|
||
|
cpos.z = DepthFunc(cpos.zw);
|
||
|
|
||
|
//float3 inorm = input.Normal;
|
||
|
//float3 tnorm = (HasTransforms == 1) ? mul(inorm, (float3x3)Transform) : inorm;
|
||
|
//float3 bnorm = normalize(mulvq(tnorm, Orientation));
|
||
|
float3 bnorm = normalize(-pos.xyz); //normal pointing towards the camera...
|
||
|
|
||
|
output.Position = cpos;
|
||
|
output.Normal = bnorm;
|
||
|
output.Texcoord = input.Texcoord1;
|
||
|
output.Colour = input.Colour0;// float4(input.Texcoord2, 0, 1);// input.Colour1;
|
||
|
return output;
|
||
|
}
|