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