CodeWalker/Shaders/ShadowVS.hlsl

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2.1 KiB
HLSL
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2018-03-14 10:28:58 +08:00
#include "Common.hlsli"
#include "Quaternion.hlsli"
cbuffer VSSceneVars : register(b0)
{
float4x4 ViewProj;
float4 WindVector;
}
cbuffer VSEntityVars : register(b1)
{
float4 CamRel;
float4 Orientation;
uint HasSkeleton;
uint HasTransforms;
uint TintPaletteIndex;
uint Pad1;
float3 Scale;
uint Pad2;
}
cbuffer VSModelVars : register(b2)
{
float4x4 Transform;
}
cbuffer GeomVars : register(b3)
{
uint EnableTexture;
uint EnableTint;
uint IsDecal;
uint EnableWind;
float4 WindOverrideParams;
}
struct VS_INPUT
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 Texcoord : TEXCOORD0;
float4 Colour : COLOR0;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
//float3 Normal : NORMAL;
float2 Texcoord : TEXCOORD0;
//float4 Colour : COLOR0;
//float4 Tint : COLOR1;
};
//Texture2D<float4> TintPalette : register(t0);
//SamplerState TextureSS : register(s0);
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
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);
if (EnableWind)
{
bpos = GeomWindMotion(bpos, input.Colour.xyz, WindVector, WindOverrideParams);
}
float3 opos = CamRel.xyz + bpos;
float4 pos = float4(opos, 1);
float4 cpos = mul(pos, ViewProj);
//if (IsDecal == 1)
//{
// //cpos.z -= 0.003; //todo: correct decal z-bias
//}
//cpos.z = saturate(cpos.z); //might need work
//cpos.z = DepthFunc(cpos.zw);
//float3 inorm = input.Normal;
//float3 tnorm = (HasTransforms == 1) ? mul(inorm, (float3x3)Transform) : inorm;
//float3 bnorm = normalize(mulvq(tnorm, Orientation));
//float4 tnt = 0;
//if (EnableTint == 1)
//{
// tnt = TintPalette.SampleLevel(TextureSS, float2(input.Colour.b, TintYVal), 0);
//}
output.Position = cpos;
//output.Normal = bnorm;
output.Texcoord = input.Texcoord;
//output.Colour = input.Colour;
//output.Tint = tnt;
return output;
}