/* =========================================================================== 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 . 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 texcoord0 : TEXCOORD0; 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 ) { float3 vNormal = vertex.normal.xyz * 2.0 - 1.0; float4 vTangent = vertex.tangent * 2.0 - 1.0; float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.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; //result.texcoord0 result.texcoord0.x = dot3( vTangent.xyz, toLight ); result.texcoord0.y = dot3( vBinormal, toLight ); result.texcoord0.z = dot3( vNormal, toLight ); result.texcoord0.w = 1.0f; //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( vTangent.xyz, halfAngleVector ); result.texcoord6.y = dot3( vBinormal, halfAngleVector ); result.texcoord6.z = dot3( vNormal, 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; }