doom3-bfg/neo/shaders/builtin/legacy/bumpyenvironment2.vs.hlsl

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2024 Robert Beckebans
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.hlsl"
// *INDENT-OFF*
#if USE_GPU_SKINNING
StructuredBuffer<float4> matrices : register(t11);
#endif
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT
{
float4 position : SV_Position;
float2 texcoord0 : TEXCOORD0_centroid;
float3 texcoord1 : TEXCOORD1_centroid;
float3 texcoord2 : TEXCOORD2_centroid;
float3 texcoord3 : TEXCOORD3_centroid;
float3 texcoord4 : TEXCOORD4_centroid;
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float4 texcoord5 : TEXCOORD5_centroid;
float4 color : COLOR0;
};
// *INDENT-ON*
void main( VS_IN vertex, out VS_OUT result )
{
float4 vNormal = vertex.normal * 2.0 - 1.0;
float4 vTangent = vertex.tangent * 2.0 - 1.0;
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float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
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#if USE_GPU_SKINNING
//--------------------------------------------------------------
// GPU transformation of the normal / tangent / 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
int joint = int( vertex.color.x * 255.1 * 3.0 );
matX = matrices[int( joint + 0 )] * w0;
matY = matrices[int( joint + 1 )] * w0;
matZ = matrices[int( joint + 2 )] * w0;
joint = int( vertex.color.y * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w1;
matY += matrices[int( joint + 1 )] * w1;
matZ += matrices[int( joint + 2 )] * w1;
joint = int( vertex.color.z * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w2;
matY += matrices[int( joint + 1 )] * w2;
matZ += matrices[int( joint + 2 )] * w2;
joint = int( vertex.color.w * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w3;
matY += matrices[int( joint + 1 )] * w3;
matZ += matrices[int( joint + 2 )] * w3;
float3 normal;
normal.x = dot3( matX, vNormal );
normal.y = dot3( matY, vNormal );
normal.z = dot3( matZ, vNormal );
normal = normalize( normal );
float3 tangent;
tangent.x = dot3( matX, vTangent );
tangent.y = dot3( matY, vTangent );
tangent.z = dot3( matZ, vTangent );
tangent = normalize( tangent );
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float3 bitangent;
bitangent.x = dot3( matX, vBitangent );
bitangent.y = dot3( matY, vBitangent );
bitangent.z = dot3( matZ, vBitangent );
bitangent = normalize( bitangent );
float4 modelPosition;
modelPosition.x = dot4( matX, vertex.position );
modelPosition.y = dot4( matY, vertex.position );
modelPosition.z = dot4( matZ, vertex.position );
modelPosition.w = 1.0;
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#else
float4 modelPosition = vertex.position;
float3 normal = vNormal.xyz;
float3 tangent = vTangent.xyz;
float3 bitangent = vBitangent.xyz;
#endif
result.position.x = dot4( modelPosition, rpMVPmatrixX );
result.position.y = dot4( modelPosition, rpMVPmatrixY );
result.position.z = dot4( modelPosition, rpMVPmatrixZ );
result.position.w = dot4( modelPosition, rpMVPmatrixW );
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result.position.xyz = psxVertexJitter( result.position );
result.texcoord0 = vertex.texcoord.xy;
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// PSX affine texture mapping
#if 0
if( rpPSXDistortions.z > 0.0 )
{
float distance = length( rpLocalViewOrigin - modelPosition );
float warp = psxAffineWarp( distance );
result.texcoord0.z = warp;
result.texcoord0.xy *= warp;
result.texcoord1.xy *= warp;
result.texcoord2.xy *= warp;
}
#endif
float4 toEye = rpLocalViewOrigin - modelPosition;
result.texcoord1.x = dot3( toEye, rpModelMatrixX );
result.texcoord1.y = dot3( toEye, rpModelMatrixY );
result.texcoord1.z = dot3( toEye, rpModelMatrixZ );
// rotate from tangent space into world space
result.texcoord2.x = dot3( tangent, rpModelMatrixX );
result.texcoord3.x = dot3( tangent, rpModelMatrixY );
result.texcoord4.x = dot3( tangent, rpModelMatrixZ );
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result.texcoord2.y = dot3( bitangent, rpModelMatrixX );
result.texcoord3.y = dot3( bitangent, rpModelMatrixY );
result.texcoord4.y = dot3( bitangent, rpModelMatrixZ );
result.texcoord2.z = dot3( normal, rpModelMatrixX );
result.texcoord3.z = dot3( normal, rpModelMatrixY );
result.texcoord4.z = dot3( normal, rpModelMatrixZ );
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float4 worldPosition;
worldPosition.x = dot4( modelPosition, rpModelMatrixX );
worldPosition.y = dot4( modelPosition, rpModelMatrixY );
worldPosition.z = dot4( modelPosition, rpModelMatrixZ );
worldPosition.w = dot4( modelPosition, rpModelMatrixW );
result.texcoord5 = worldPosition;
result.color = rpColor;
}