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140 lines
3.8 KiB
HLSL
140 lines
3.8 KiB
HLSL
#include "Common.hlsli"
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#include "Quaternion.hlsli"
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cbuffer VSSceneVars : register(b0)
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{
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float4x4 ViewProj;
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float4 WindVector;
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}
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cbuffer VSEntityVars : register(b1)
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{
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float4 CamRel;
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float4 Orientation;
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uint HasSkeleton;
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uint HasTransforms;
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uint TintPaletteIndex;
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uint Pad1;
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float3 Scale;
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uint Pad2;
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}
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cbuffer VSModelVars : register(b2)
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{
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float4x4 Transform;
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}
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cbuffer GeomVars : register(b3)
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{
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uint EnableTexture;
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uint EnableTint;
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uint IsDecal;
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uint EnableWind;
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float4 WindOverrideParams;
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}
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cbuffer BoneMatrices : register(b7) //rage_bonemtx
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{
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row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240
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}
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cbuffer ClothVertices : register(b8) //pedcloth
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{
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float4 clothVertices[254]; // Offset: 64 Size: 4060
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}
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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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float2 Texcoord : TEXCOORD0;
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float4 Colour : COLOR0;
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};
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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//float3 Normal : NORMAL;
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float2 Texcoord : TEXCOORD0;
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//float4 Colour : COLOR0;
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//float4 Tint : COLOR1;
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};
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//Texture2D<float4> TintPalette : register(t0);
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//SamplerState TextureSS : register(s0);
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void BoneTransform(float4 weights, float4 indices, float3 ipos, out float3 opos)
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{
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uint4 binds = (uint4) (indices * 255.001953);
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if (binds.z > 254) //this is the signal to use clothVertices!
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{
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float4 cv0 = clothVertices[binds.w];
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float4 cv1 = clothVertices[binds.x];
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float4 cv2 = clothVertices[binds.y];
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float3 r0 = cv0.zxy - cv1.zxy;
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float3 r8 = cv2.yzx - cv1.yzx;
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float3 r4 = normalize((r0.zxy * r8.yzx) - (r0.xyz * r8.xyz));
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float3 r5 = (cv2.xyz * weights.x) + (cv1.xyz * weights.y) + (cv0.xyz * weights.z);
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float r0w = (weights.w - 0.5) * 0.1;
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r5 = (r0w * -r4) + r5;
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opos = r5;
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}
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else
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{
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float3x4 b0 = gBoneMtx[binds.x];
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float3x4 b1 = gBoneMtx[binds.y];
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float3x4 b2 = gBoneMtx[binds.z];
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float3x4 b3 = gBoneMtx[binds.w];
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float4 t0 = b0[0] * weights.x + b1[0] * weights.y + b2[0] * weights.z + b3[0] * weights.w;
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float4 t1 = b0[1] * weights.x + b1[1] * weights.y + b2[1] * weights.z + b3[1] * weights.w;
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float4 t2 = b0[2] * weights.x + b1[2] * weights.y + b2[2] * weights.z + b3[2] * weights.w;
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float3x4 m = float3x4(t0, t1, t2);
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float4 p = float4(ipos, 1);
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opos = float3(dot(m[0], p), dot(m[1], p), dot(m[2], p));
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}
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}
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VS_OUTPUT main(VS_INPUT input)
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{
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VS_OUTPUT output;
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float3 ipos;
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BoneTransform(input.BlendWeights, input.BlendIndices, input.Position.xyz, ipos);
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float3 tpos = (HasTransforms == 1) ? mul(float4(ipos, 1), Transform).xyz : ipos;
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float3 spos = tpos * Scale;
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float3 bpos = mulvq(spos, Orientation);
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if (EnableWind)
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{
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bpos = GeomWindMotion(bpos, input.Colour.xyz, WindVector, WindOverrideParams);
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}
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float3 opos = CamRel.xyz + bpos;
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float4 pos = float4(opos, 1);
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float4 cpos = mul(pos, ViewProj);
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//if (IsDecal == 1)
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//{
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// //cpos.z -= 0.003; //todo: correct decal z-bias
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//}
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//cpos.z = saturate(cpos.z); //might need work
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//cpos.z = DepthFunc(cpos.zw);
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//float3 inorm = input.Normal;
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//float3 tnorm = (HasTransforms == 1) ? mul(inorm, (float3x3)Transform) : inorm;
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//float3 bnorm = normalize(mulvq(tnorm, Orientation));
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//float4 tnt = 0;
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//if (EnableTint == 1)
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//{
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// tnt = TintPalette.SampleLevel(TextureSS, float2(input.Colour.b, TintYVal), 0);
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//}
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output.Position = cpos;
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//output.Normal = bnorm;
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output.Texcoord = input.Texcoord;
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//output.Colour = input.Colour;
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//output.Tint = tnt;
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return output;
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} |