Fix for leg jankyness. Added PBBNCCTTX shader

This commit is contained in:
dexy
2019-11-10 02:01:52 +11:00
Unverified
parent 639bebbc75
commit 918ed7fccf
7 changed files with 141 additions and 10 deletions
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+75
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@@ -0,0 +1,75 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float4 Colour1 : COLOR1;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float4 Tangent : TANGENT;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = NormalTransform(btang);
float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = input.Colour1;
output.Tint = tnt;
output.Tangent = float4(otang, input.Tangent.w);
output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
return output;
}
/*
WIND FOR CLOTHING
mul r1.xyz, v8.xxzx, umGlobalParams.xxyx //colour[1].XXZX
mul r1.xyz, r1.xyzx, umPedGlobalOverrideParams.xxyx
mul r0.w, v8.y, l(6.283185) //colour[1].Y
mul r2.xyz, umPedGlobalOverrideParams.zzwz, umGlobalParams.zzwz
mad r2.xyz, globalScalars2.xxxx, r2.xyzx, r0.wwww
sincos r2.xyz, null, r2.xyzx
mad r1.xyz, r2.xyzx, r1.xyzx, r4.xyzx //OUTPUT - r4 is base bone transform, r1,r2?
translation:
r1.xyz = umGlobalParams.xxy * umPedGlobalOverrideParams.xxy * vc[1].xxz;
r2.xyz = umGlobalParams.zzw * umPedGlobalOverrideParams.zzw * globalScalars2.xxx + (vc[1].y * 6.283185)
pos.xyz += r1 * cos(r2);
*/
+10
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@@ -160,6 +160,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCCTTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCCTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
@@ -75,6 +75,7 @@
<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
<FxCompile Include="ShadowVS_Skin.hlsl" />
<FxCompile Include="BasicVS_PBBNCCTTX.hlsl" />
</ItemGroup>
<ItemGroup>
<None Include="Quaternion.hlsli" />