mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-05 14:47:22 +08:00
140 lines
3.8 KiB
HLSL
140 lines
3.8 KiB
HLSL
#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;
|
|
}
|
|
cbuffer BoneMatrices : register(b7) //rage_bonemtx
|
|
{
|
|
row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240
|
|
}
|
|
cbuffer ClothVertices : register(b8) //pedcloth
|
|
{
|
|
float4 clothVertices[254]; // Offset: 64 Size: 4060
|
|
}
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float4 BlendWeights : BLENDWEIGHTS;
|
|
float4 BlendIndices : BLENDINDICES;
|
|
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);
|
|
|
|
|
|
|
|
void BoneTransform(float4 weights, float4 indices, float3 ipos, out float3 opos)
|
|
{
|
|
uint4 binds = (uint4) (indices * 255.001953);
|
|
if (binds.z > 254) //this is the signal to use clothVertices!
|
|
{
|
|
float4 cv0 = clothVertices[binds.w];
|
|
float4 cv1 = clothVertices[binds.x];
|
|
float4 cv2 = clothVertices[binds.y];
|
|
float3 r0 = cv0.zxy - cv1.zxy;
|
|
float3 r8 = cv2.yzx - cv1.yzx;
|
|
float3 r4 = normalize((r0.zxy * r8.yzx) - (r0.xyz * r8.xyz));
|
|
float3 r5 = (cv2.xyz * weights.x) + (cv1.xyz * weights.y) + (cv0.xyz * weights.z);
|
|
float r0w = (weights.w - 0.5) * 0.1;
|
|
r5 = (r0w * -r4) + r5;
|
|
opos = r5;
|
|
}
|
|
else
|
|
{
|
|
float3x4 b0 = gBoneMtx[binds.x];
|
|
float3x4 b1 = gBoneMtx[binds.y];
|
|
float3x4 b2 = gBoneMtx[binds.z];
|
|
float3x4 b3 = gBoneMtx[binds.w];
|
|
float4 t0 = b0[0] * weights.x + b1[0] * weights.y + b2[0] * weights.z + b3[0] * weights.w;
|
|
float4 t1 = b0[1] * weights.x + b1[1] * weights.y + b2[1] * weights.z + b3[1] * weights.w;
|
|
float4 t2 = b0[2] * weights.x + b1[2] * weights.y + b2[2] * weights.z + b3[2] * weights.w;
|
|
float3x4 m = float3x4(t0, t1, t2);
|
|
float4 p = float4(ipos, 1);
|
|
opos = float3(dot(m[0], p), dot(m[1], p), dot(m[2], p));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
VS_OUTPUT main(VS_INPUT input)
|
|
{
|
|
VS_OUTPUT output;
|
|
float3 ipos;
|
|
BoneTransform(input.BlendWeights, input.BlendIndices, input.Position.xyz, ipos);
|
|
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;
|
|
} |