mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
82 lines
No EOL
3.2 KiB
Text
82 lines
No EOL
3.2 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"
|
|
|
|
// User Renderparms start at 128 as per renderprogs.h
|
|
|
|
uniform float4 rpUser0 : register(c128); // rpScroll
|
|
uniform float4 rpUser1 : register(c129); // rpDeformMagnitude
|
|
|
|
uniform matrices_ubo { float4 matrices[408]; };
|
|
|
|
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;
|
|
};
|
|
|
|
void main( VS_IN vertex, out VS_OUT result ) {
|
|
|
|
#include "skinning.inc"
|
|
|
|
//texture 0 takes the texture coordinates and adds a scroll
|
|
const float4 textureScroll = rpUser0;
|
|
result.texcoord0 = float4( vertex.texcoord.xy, 0, 0 ) + textureScroll;
|
|
|
|
//texture 1 takes the deform magnitude and scales it by the projection distance
|
|
float4 vec = float4( 0, 1, 0, 1 );
|
|
vec.z = dot4( modelPosition, rpModelViewMatrixZ ); // this is the modelview matrix
|
|
|
|
// 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, 1.0 );
|
|
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, 0.02 );
|
|
|
|
const float4 deformMagnitude = rpUser1;
|
|
result.texcoord1 = x * deformMagnitude;
|
|
} |