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Fix for leg jankyness. Added PBBNCCTTX shader
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@@ -0,0 +1,75 @@
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#include "BasicVS.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float4 Tangent : TANGENT;
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};
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
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float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = NormalTransform(btang);
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float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
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output.LightShadow = lightspacepos;
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output.Shadows = float4(shadowdepth, 0, 0, 0);
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output.Position = cpos;
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output.CamRelPos = opos;
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output.Normal = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = input.Texcoord1; // input.Texcoord;
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output.Texcoord2 = 0.5; // input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = input.Colour1;
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output.Tint = tnt;
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output.Tangent = float4(otang, input.Tangent.w);
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output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
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return output;
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}
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/*
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WIND FOR CLOTHING
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mul r1.xyz, v8.xxzx, umGlobalParams.xxyx //colour[1].XXZX
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mul r1.xyz, r1.xyzx, umPedGlobalOverrideParams.xxyx
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mul r0.w, v8.y, l(6.283185) //colour[1].Y
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mul r2.xyz, umPedGlobalOverrideParams.zzwz, umGlobalParams.zzwz
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mad r2.xyz, globalScalars2.xxxx, r2.xyzx, r0.wwww
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sincos r2.xyz, null, r2.xyzx
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mad r1.xyz, r2.xyzx, r1.xyzx, r4.xyzx //OUTPUT - r4 is base bone transform, r1,r2?
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translation:
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r1.xyz = umGlobalParams.xxy * umPedGlobalOverrideParams.xxy * vc[1].xxz;
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r2.xyz = umGlobalParams.zzw * umPedGlobalOverrideParams.zzw * globalScalars2.xxx + (vc[1].y * 6.283185)
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pos.xyz += r1 * cos(r2);
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*/
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@@ -160,6 +160,16 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PBBNCCTTX.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PBBNCCTX.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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@@ -75,6 +75,7 @@
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<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
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<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
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<FxCompile Include="ShadowVS_Skin.hlsl" />
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<FxCompile Include="BasicVS_PBBNCCTTX.hlsl" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Quaternion.hlsli" />
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