#include "common.h" #include "skin.h" #if defined(USE_PARALLAX) || defined(USE_STEEPPARALLAX) uniform float3x4 m_invW; #endif // defined(USE_PARALLAX) || defined(USE_STEEPPARALLAX) v2p_bumped _main( v_model I, float3 psp ) { float4 w_pos = I.P; // Eye-space pos/normal v2p_bumped O; O.hpos = mul( m_WVP, w_pos ); float2 tc = I.tc; float3 Pe = mul( m_WV, w_pos ); O.tcdh = float4( tc.xyyy ); // Hemi cube lighting float3 Nw = mul ((float3x3)m_W, (float3)I.N); float3 hc_pos = (float3)hemi_cube_pos_faces; float3 hc_neg = (float3)hemi_cube_neg_faces; float3 hc_mixed= (Nw < 0) ? hc_neg : hc_pos; float hemi_val= dot( hc_mixed, abs(Nw) ); hemi_val = saturate(hemi_val); O.position = float4(Pe, hemi_val); //Use L_material.x for old behaviour; #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) O.tcdh.w = L_material.y; // (,,,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) float3 N = I.N; // just scale (assume normal in the -.5f, .5f) float3 T = I.T; // float3 B = I.B; // float3x3 xform = mul ((float3x3)m_WV, float3x3( 2*T.x,2*B.x,2*N.x, 2*T.y,2*B.y,2*N.y, 2*T.z,2*B.z,2*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 // HUD Rain drops - SSS Update 17 // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ if (!all(psp)) O.RDrops.xyz = I.P.xyz; else O.RDrops.xyz = psp; O.RDrops.w = Nw.y; // Normal-Y [ World Space ] return O; } ///////////////////////////////////////////////////////////////////////// #ifdef SKIN_NONE v2p_bumped main(v_model v) { return _main(v, 0); } #endif #ifdef SKIN_0 v2p_bumped main(v_model_skinned_0 v) { return _main(skinning_0(v), v.P); } #endif #ifdef SKIN_1 v2p_bumped main(v_model_skinned_1 v) { return _main(skinning_1(v), v.P); } #endif #ifdef SKIN_2 v2p_bumped main(v_model_skinned_2 v) { return _main(skinning_2(v), v.P); } #endif #ifdef SKIN_3 v2p_bumped main(v_model_skinned_3 v) { return _main(skinning_3(v), v.P); } #endif #ifdef SKIN_4 v2p_bumped main(v_model_skinned_4 v) { return _main(skinning_4(v), v.P); } #endif FXVS;