doom3-bfg/base/renderprogs/fog_skinned.vertex

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc"
uniform matrices_ubo { float4 matrices[408]; };
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {
float4 position : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
void main( VS_IN vertex, out VS_OUT result ) {
//--------------------------------------------------------------
// GPU transformation of the normal / binormal / bitangent
//
// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
//--------------------------------------------------------------
const float w0 = vertex.color2.x;
const float w1 = vertex.color2.y;
const float w2 = vertex.color2.z;
const float w3 = vertex.color2.w;
float4 matX, matY, matZ; // must be float4 for vec4
float joint = vertex.color.x * 255.1 * 3;
matX = matrices[int(joint+0)] * w0;
matY = matrices[int(joint+1)] * w0;
matZ = matrices[int(joint+2)] * w0;
joint = vertex.color.y * 255.1 * 3;
matX += matrices[int(joint+0)] * w1;
matY += matrices[int(joint+1)] * w1;
matZ += matrices[int(joint+2)] * w1;
joint = vertex.color.z * 255.1 * 3;
matX += matrices[int(joint+0)] * w2;
matY += matrices[int(joint+1)] * w2;
matZ += matrices[int(joint+2)] * w2;
joint = vertex.color.w * 255.1 * 3;
matX += matrices[int(joint+0)] * w3;
matY += matrices[int(joint+1)] * w3;
matZ += matrices[int(joint+2)] * w3;
float4 modelPosition;
modelPosition.x = dot4( matX, vertex.position );
modelPosition.y = dot4( matY, vertex.position );
modelPosition.z = dot4( matZ, vertex.position );
modelPosition.w = 1.0;
// end of skinning
// start of fog portion
result.position.x = dot4( modelPosition, rpMVPmatrixX );
result.position.y = dot4( modelPosition, rpMVPmatrixY );
result.position.z = dot4( modelPosition, rpMVPmatrixZ );
result.position.w = dot4( modelPosition, rpMVPmatrixW );
result.texcoord0.x = dot4( modelPosition, rpTexGen0S );
result.texcoord0.y = dot4( modelPosition, rpTexGen0T );
result.texcoord1.x = dot4( modelPosition, rpTexGen1S );
result.texcoord1.y = dot4( modelPosition, rpTexGen1T );
}