doom3-bfg/base/renderprogs/heatHazeWithMaskAndVertex.vertex
2014-04-20 17:44:17 +02:00

91 lines
No EOL
3.4 KiB
Text

/*
===========================================================================
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 <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"
// 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 );
}