Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/deffer_terrain_flat_d.vs

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2024-03-17 20:18:03 -04:00
#define USE_TDETAIL
#include "common.h"
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
#define v_in v_static_color
#else
#define v_in v_static
#endif
v2p_bumped main( v_in I )
{
float4 w_pos = I.P ;
float2 tc = unpack_tc_base (I.tc,I.T.w,I.B.w); // copy tc
float hemi = I.Nh.w ;
// Eye-space pos/normal
v2p_bumped O;
float3 Pe = mul (m_WV, w_pos );
O.hpos = mul (m_WVP, w_pos );
O.tcdh = float4 (tc.xyyy );
O.position = float4 (Pe, hemi );
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
O.tcdh.w = I.color.w; // (r,g,b,dir-occlusion)
#endif
// Calculate the 3x3 transform from tangent space to eye-space
// TangentToEyeSpace = object2eye * tangent2object
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
I.Nh = unpack_D3DCOLOR(I.Nh);
I.T = unpack_D3DCOLOR(I.T);
I.B = unpack_D3DCOLOR(I.B);
float3 N = unpack_bx4(I.Nh); // just scale (assume normal in the -.5f, .5f)
float3 T = unpack_bx4(I.T); //
float3 B = unpack_bx4(I.B); //
float3x3 xform = mul ((float3x3)m_WV, float3x3(
T.x,B.x,N.x,
T.y,B.y,N.y,
T.z,B.z,N.z
));
// The pixel shader operates on the bump-map in [0..1] range
// Remap this range in the matrix, anyway we are pixel-shader limited :)
// ...... [ 2 0 0 0]
// ...... [ 0 2 0 0]
// ...... [ 0 0 2 0]
// ...... [-1 -1 -1 1]
// issue: strange, but it's slower :(
// issue: interpolators? dp4? VS limited? black magic?
// Feed this transform to pixel shader
O.M1 = xform[0];
O.M2 = xform[1];
O.M3 = xform[2];
#ifdef USE_TDETAIL
O.tcdbump = O.tcdh * dt_params; // dt tc
#endif
#ifdef USE_LM_HEMI
O.lmh = unpack_tc_lmap (I.lmh);
#endif
return O;
}
FXVS;