#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;