/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2013 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 . 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" // RB: no GPU skinning with ES 2.0 #if defined(USE_GPU_SKINNING) uniform matrices_ubo { float4 matrices[408]; }; #endif // RB end uniform float4 rpUser0 : register(c128); // rpScroll uniform float4 rpUser1 : register(c129); // rpDeformMagnitude 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 : POSITION; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 color : COLOR0; }; void main( VS_IN vertex, out VS_OUT result ) { #include "skinning.inc" // texture 0 takes the texture coordinates unmodified result.texcoord0 = float4( vertex.texcoord, 0 , 0 ); // texture 1 takes the texture coordinates and adds a scroll const float4 textureScroll = rpUser0; result.texcoord1 = float4( vertex.texcoord, 0, 0 ) + textureScroll; // texture 2 takes the deform magnitude and scales it by the projection distance float4 vec = float4( 0, 1, 0, 1 ); vec.z = dot4( modelPosition, rpModelViewMatrixZ ); // magicProjectionAdjust is a magic scalar that scales the projection since we changed from // using the X axis to the Y axis to calculate x. It is an approximation to closely match // what the original game did const float magicProjectionAdjust = 0.43f; float x = dot4 ( vec, rpProjectionMatrixY ) * magicProjectionAdjust; float w = dot4( vec, rpProjectionMatrixW ); // don't let the recip get near zero for polygons that cross the view plane w = max( w, 1.0f ); x /= w; //x = x * ( 1.0f / w ); // clamp the distance so the the deformations don't get too wacky near the view x = min( x, 0.02f ); const float4 deformMagnitude = rpUser1; result.texcoord2 = x * deformMagnitude; result.color = swizzleColor( vertex.color ); }