Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/common_iostructs.h

461 lines
11 KiB
C

#ifndef common_iostructs_h_included
#define common_iostructs_h_included
////////////////////////////////////////////////////////////////
// This file contains io structs:
// v_name : input for vertex shader.
// v2p_name: output for vertex shader.
// p_name : input for pixel shader.
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
// TL0uv
struct v_TL0uv_positiont
{
float4 P : POSITIONT;
float4 Color : COLOR;
};
struct v_TL0uv
{
float4 P : POSITION;
float4 Color : COLOR;
};
struct v2p_TL0uv
{
float4 Color : COLOR;
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
struct p_TL0uv
{
float4 Color : COLOR;
// float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
////////////////////////////////////////////////////////////////
// TL
struct v_TL_positiont
{
float4 P : POSITIONT;
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR;
};
struct v_TL
{
float4 P : POSITION;
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR;
};
struct v2p_TL
{
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR;
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
struct p_TL
{
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR;
// float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
////////////////////////////////////////////////////////////////
// TL2uv
struct v_TL2uv
{
float4 P : POSITIONT;
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float4 Color : COLOR;
};
struct v2p_TL2uv
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float4 Color : COLOR;
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
struct p_TL2uv
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float4 Color : COLOR;
};
////////////////////////////////////////////////////////////////
// postpr
struct v_postpr
{
float4 P : POSITIONT;
float2 Tex0 : TEXCOORD0; // base1 (duality)
float2 Tex1 : TEXCOORD1; // base2 (duality)
float2 Tex2 : TEXCOORD2; // base (noise)
float4 Color : COLOR0; // multiplier, color.w = noise_amount
float4 Gray : COLOR1; // (.3,.3,.3.,amount)
};
struct v2p_postpr
{
float2 Tex0 : TEXCOORD0; // base1 (duality)
float2 Tex1 : TEXCOORD1; // base2 (duality)
float2 Tex2 : TEXCOORD2; // base (noise)
float4 Color : COLOR0; // multiplier, color.w = noise_amount
float4 Gray : COLOR1; // (.3,.3,.3.,amount)
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
struct p_postpr
{
float2 Tex0 : TEXCOORD0; // base1 (duality)
float2 Tex1 : TEXCOORD1; // base2 (duality)
float2 Tex2 : TEXCOORD2; // base (noise)
float4 Color : COLOR0; // multiplier, color.w = noise_amount
float4 Gray : COLOR1; // (.3,.3,.3.,amount)
// float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
////////////////////////////////////////////////////////////////
// build (bloom_build)
struct v_build
{
float4 P : POSITIONT;
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
struct v2p_build
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
struct p_build
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
////////////////////////////////////////////////////////////////
// filter (bloom_filter)
struct v_filter
{
float4 P : POSITIONT;
float4 Tex0 : TEXCOORD0;
float4 Tex1 : TEXCOORD1;
float4 Tex2 : TEXCOORD2;
float4 Tex3 : TEXCOORD3;
float4 Tex4 : TEXCOORD4;
float4 Tex5 : TEXCOORD5;
float4 Tex6 : TEXCOORD6;
float4 Tex7 : TEXCOORD7;
};
struct v2p_filter
{
float4 Tex0 : TEXCOORD0;
float4 Tex1 : TEXCOORD1;
float4 Tex2 : TEXCOORD2;
float4 Tex3 : TEXCOORD3;
float4 Tex4 : TEXCOORD4;
float4 Tex5 : TEXCOORD5;
float4 Tex6 : TEXCOORD6;
float4 Tex7 : TEXCOORD7;
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
struct p_filter
{
float4 Tex0 : TEXCOORD0;
float4 Tex1 : TEXCOORD1;
float4 Tex2 : TEXCOORD2;
float4 Tex3 : TEXCOORD3;
float4 Tex4 : TEXCOORD4;
float4 Tex5 : TEXCOORD5;
float4 Tex6 : TEXCOORD6;
float4 Tex7 : TEXCOORD7;
};
////////////////////////////////////////////////////////////////
// aa_AA
struct v_aa_AA
{
float4 P :POSITIONT;
float2 Tex0 :TEXCOORD0;
float2 Tex1 :TEXCOORD1;
float2 Tex2 :TEXCOORD2;
float2 Tex3 :TEXCOORD3;
float2 Tex4 :TEXCOORD4;
float4 Tex5 :TEXCOORD5;
float4 Tex6 :TEXCOORD6;
};
struct v2p_aa_AA
{
float2 Tex0 :TEXCOORD0;
float2 Tex1 :TEXCOORD1;
float2 Tex2 :TEXCOORD2;
float2 Tex3 :TEXCOORD3;
float2 Tex4 :TEXCOORD4;
float4 Tex5 :TEXCOORD5;
float4 Tex6 :TEXCOORD6;
float4 HPos :SV_Position; // Clip-space position (for rasterization)
};
struct p_aa_AA
{
float2 Tex0 :TEXCOORD0;
float2 Tex1 :TEXCOORD1;
float2 Tex2 :TEXCOORD2;
float2 Tex3 :TEXCOORD3;
float2 Tex4 :TEXCOORD4;
float4 Tex5 :TEXCOORD5;
float4 Tex6 :TEXCOORD6;
};
struct p_aa_AA_sun
{
float2 tc :TEXCOORD0;
float2 unused :TEXCOORD1;
float2 LT :TEXCOORD2;
float2 RT :TEXCOORD3;
float2 LB :TEXCOORD4;
float2 RB :TEXCOORD5;
};
////////////////////////////////////////////////////////////////
// dumb
struct v_dumb
{
float4 P :POSITION; // Clip-space position (for rasterization)
};
struct v2p_dumb
{
float4 HPos :SV_Position; // Clip-space position (for rasterization)
};
////////////////////////////////////////////////////////////////
// Volume
struct v2p_volume
{
float4 tc :TEXCOORD0;
#ifdef USE_SJITTER
float4 tcJ :TEXCOORD1;
#endif
float4 hpos :SV_Position; // Clip-space position (for rasterization)
};
struct p_volume
{
float4 tc :TEXCOORD0;
#ifdef USE_SJITTER
float4 tcJ :TEXCOORD1;
#endif
};
////////////////////////////////////////////////////////////////
// Static
struct v_static
{
float4 Nh :NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T :TANGENT; // tangent
float4 B :BINORMAL; // binormal
int2 tc :TEXCOORD0; // (u,v)
#ifdef USE_LM_HEMI
int2 lmh :TEXCOORD1; // (lmu,lmv)
#endif
float4 P :POSITION; // (float,float,float,1)
};
struct v_static_color
{
float4 Nh :NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T :TANGENT; // tangent
float4 B :BINORMAL; // binormal
int2 tc :TEXCOORD0; // (u,v)
#ifdef USE_LM_HEMI
int2 lmh :TEXCOORD1; // (lmu,lmv)
#endif
float4 color :COLOR0; // (r,g,b,dir-occlusion) // Swizzle before use!!!
float4 P :POSITION; // (float,float,float,1)
};
////////////////////////////////////////////////////////////////
// Defer bumped
struct v2p_bumped
{
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position: TEXCOORD1; // position + hemi
float3 M1 : TEXCOORD2; // nmap 2 eye - 1
float3 M2 : TEXCOORD3; // nmap 2 eye - 2
float3 M3 : TEXCOORD4; // nmap 2 eye - 3
float4 RDrops : TEXCOORD7; // SSS Update 17 - HUD raindrops
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD5; // d-bump
#endif
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD6; // lm-hemi
#endif
float4 hpos : SV_Position;
};
struct p_bumped
{
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position: TEXCOORD1; // position + hemi
float3 M1 : TEXCOORD2; // nmap 2 eye - 1
float3 M2 : TEXCOORD3; // nmap 2 eye - 2
float3 M3 : TEXCOORD4; // nmap 2 eye - 3
float4 RDrops : TEXCOORD7; // SSS Update 17 - HUD raindrops
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD5; // d-bump
#endif
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD6; // lm-hemi
#endif
};
////////////////////////////////////////////////////////////////
// Defer flat
struct v2p_flat
{
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position: TEXCOORD1; // position + hemi
float3 N : TEXCOORD2; // Eye-space normal (for lighting)
float4 RDrops : TEXCOORD7; // SSS Update 17 - HUD raindrops
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD3; // d-bump
#endif
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD4; // lm-hemi
#endif
float4 hpos : SV_Position;
};
struct p_flat
{
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position: TEXCOORD1; // position + hemi
float3 N : TEXCOORD2; // Eye-space normal (for lighting)
float4 RDrops : TEXCOORD7; // SSS Update 17 - HUD raindrops
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD3; // d-bump
#endif
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD4; // lm-hemi
#endif
};
////////////////////////////////////////////////////////////////
// Shadow
struct v_shadow_direct_aref
{
float4 P : POSITION; // (float,float,float,1)
int4 tc : TEXCOORD0; // (u,v,frac,???)
};
struct v_shadow_direct
{
float4 P : POSITION; // (float,float,float,1)
};
struct v2p_shadow_direct_aref
{
float2 tc0 : TEXCOORD1; // Diffuse map for aref
float4 hpos : SV_Position; // Clip-space position (for rasterization)
};
struct v2p_shadow_direct
{
float4 hpos : SV_Position; // Clip-space position (for rasterization)
};
struct p_shadow_direct_aref
{
float2 tc0 : TEXCOORD1; // Diffuse map for aref
};
////////////////////////////////////////////////////////////////
// Model
struct v_model
{
float4 P : POSITION; // (float,float,float,1)
float3 N : NORMAL; // (nx,ny,nz)
float3 T : TANGENT; // (nx,ny,nz)
float3 B : BINORMAL; // (nx,ny,nz)
float2 tc : TEXCOORD0; // (u,v)
};
////////////////////////////////////////////////////////////////
// Tree
struct v_tree
{
float4 P : POSITION; // (float,float,float,1)
float4 Nh : NORMAL; // (nx,ny,nz)
float3 T : TANGENT; // tangent
float3 B : BINORMAL; // binormal
int4 tc : TEXCOORD0; // (u,v,frac,???)
};
////////////////////////////////////////////////////////////////
// Details
struct v_detail
{
float4 pos : POSITION; // (float,float,float,1)
int4 misc : TEXCOORD0; // (u(Q),v(Q),frac,matrix-id)
};
////////for screenspace transformation
struct p_screen
{
float4 hpos : SV_Position;
float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps)
};
struct v2p_screen
{
float2 tc0 : TEXCOORD0;
#ifdef SM_2_0
float4 HPos : POSITION; // Clip-space position (for rasterization)
#else
float4 HPos : POSITIONT; // Clip-space position (for rasterization)
#endif
};
//////for fucking sunshafts kurwa
struct v_ssss
{
float4 P : POSITIONT;
float2 tc0 : TEXCOORD0;
};
struct v2p_ssss
{
float2 tc0 : TEXCOORD0;
float4 HPos : SV_Position; // Clip-space position (for rasterization)
};
#endif // common_iostructs_h_included