mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
113 lines
4.5 KiB
Text
113 lines
4.5 KiB
Text
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
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"
|
||
|
|
||
|
struct VS_IN {
|
||
|
float4 position : POSITION;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
float4 normal : NORMAL;
|
||
|
float4 tangent : TANGENT;
|
||
|
float4 color : COLOR0;
|
||
|
};
|
||
|
|
||
|
struct VS_OUT {
|
||
|
float4 position : POSITION;
|
||
|
float4 texcoord1 : TEXCOORD1;
|
||
|
float4 texcoord2 : TEXCOORD2;
|
||
|
float4 texcoord3 : TEXCOORD3;
|
||
|
float4 texcoord4 : TEXCOORD4;
|
||
|
float4 texcoord5 : TEXCOORD5;
|
||
|
float4 texcoord6 : TEXCOORD6;
|
||
|
float4 color : COLOR0;
|
||
|
};
|
||
|
|
||
|
void main( VS_IN vertex, out VS_OUT result ) {
|
||
|
|
||
|
float4 normal = vertex.normal * 2.0 - 1.0;
|
||
|
float4 tangent = vertex.tangent * 2.0 - 1.0;
|
||
|
float3 binormal = cross( normal.xyz, tangent.xyz ) * tangent.w;
|
||
|
|
||
|
result.position.x = dot4( vertex.position, rpMVPmatrixX );
|
||
|
result.position.y = dot4( vertex.position, rpMVPmatrixY );
|
||
|
result.position.z = dot4( vertex.position, rpMVPmatrixZ );
|
||
|
result.position.w = dot4( vertex.position, rpMVPmatrixW );
|
||
|
|
||
|
float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
|
||
|
|
||
|
//calculate vector to light in R0
|
||
|
float4 toLight = rpLocalLightOrigin - vertex.position;
|
||
|
|
||
|
//textures 1 takes the base coordinates by the texture matrix
|
||
|
result.texcoord1 = defaultTexCoord;
|
||
|
result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
|
||
|
result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
|
||
|
|
||
|
//# texture 2 has one texgen
|
||
|
result.texcoord2 = defaultTexCoord;
|
||
|
result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );
|
||
|
|
||
|
//# texture 3 has three texgens
|
||
|
result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );
|
||
|
result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );
|
||
|
result.texcoord3.z = 0.0f;
|
||
|
result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );
|
||
|
|
||
|
//# textures 4 takes the base coordinates by the texture matrix
|
||
|
result.texcoord4 = defaultTexCoord;
|
||
|
result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
|
||
|
result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
|
||
|
|
||
|
//# textures 5 takes the base coordinates by the texture matrix
|
||
|
result.texcoord5 = defaultTexCoord;
|
||
|
result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
|
||
|
result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
|
||
|
|
||
|
//# texture 6's texcoords will be the halfangle in texture space
|
||
|
|
||
|
//# calculate normalized vector to light in R0
|
||
|
toLight = normalize( toLight );
|
||
|
|
||
|
//# calculate normalized vector to viewer in R1
|
||
|
float4 toView = normalize( rpLocalViewOrigin - vertex.position );
|
||
|
|
||
|
//# add together to become the half angle vector in object space (non-normalized)
|
||
|
float4 halfAngleVector = toLight + toView;
|
||
|
|
||
|
//# put into texture space
|
||
|
result.texcoord6.x = dot3( tangent, halfAngleVector );
|
||
|
result.texcoord6.y = dot3( binormal, halfAngleVector );
|
||
|
result.texcoord6.z = dot3( normal, halfAngleVector );
|
||
|
result.texcoord6.w = 1.0f;
|
||
|
|
||
|
//# generate the vertex color, which can be 1.0, color, or 1.0 - color
|
||
|
//# for 1.0 : env[16] = 0, env[17] = 1
|
||
|
//# for color : env[16] = 1, env[17] = 0
|
||
|
//# for 1.0-color : env[16] = -1, env[17] = 1
|
||
|
result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
|
||
|
}
|