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- /*
- ===========================================================================
- 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"
- 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;
- 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 ) {
- float4 vNormal = vertex.normal * 2.0 - 1.0;
- float4 vTangent = vertex.tangent * 2.0 - 1.0;
- float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
- //--------------------------------------------------------------
- // GPU transformation of the normal / binormal / 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
- float joint = vertex.color.x * 255.1 * 3;
- matX = matrices[int(joint+0)] * w0;
- matY = matrices[int(joint+1)] * w0;
- matZ = matrices[int(joint+2)] * w0;
- joint = vertex.color.y * 255.1 * 3;
- matX += matrices[int(joint+0)] * w1;
- matY += matrices[int(joint+1)] * w1;
- matZ += matrices[int(joint+2)] * w1;
- joint = vertex.color.z * 255.1 * 3;
- matX += matrices[int(joint+0)] * w2;
- matY += matrices[int(joint+1)] * w2;
- matZ += matrices[int(joint+2)] * w2;
- joint = vertex.color.w * 255.1 * 3;
- 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 );
- float3 binormal;
- binormal.x = dot3( matX, vBinormal );
- binormal.y = dot3( matY, vBinormal );
- binormal.z = dot3( matZ, vBinormal );
- binormal = normalize( binormal );
- float4 modelPosition;
- modelPosition.x = dot4( matX, vertex.position );
- modelPosition.y = dot4( matY, vertex.position );
- modelPosition.z = dot4( matZ, vertex.position );
- modelPosition.w = 1.0;
- result.position.x = dot4( modelPosition, rpMVPmatrixX );
- result.position.y = dot4( modelPosition, rpMVPmatrixY );
- result.position.z = dot4( modelPosition, rpMVPmatrixZ );
- result.position.w = dot4( modelPosition, rpMVPmatrixW );
- float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
- //calculate vector to light in R0
- float4 toLight = rpLocalLightOrigin - modelPosition;
- //--------------------------------------------------------------
- //result.texcoord0 is the direction to the light in tangent space
- result.texcoord0.x = dot3( tangent, toLight );
- result.texcoord0.y = dot3( binormal, toLight );
- result.texcoord0.z = dot3( normal, 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( modelPosition, rpLightFalloffS );
- //# texture 3 has three texgens
- result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );
- result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );
- result.texcoord3.z = 0.0f;
- result.texcoord3.w = dot4( modelPosition, 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 - modelPosition );
-
- //# 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( tangent, halfAngleVector );
- result.texcoord6.y = dot3( binormal, halfAngleVector );
- result.texcoord6.z = dot3( normal, halfAngleVector );
- result.texcoord6.w = 1.0f;
- // for joint transformation of the tangent space, we use color and
- // color2 for weighting information, so hopefully there aren't any
- // effects that need vertex color...
- result.color = float4( 1.0f, 1.0f, 1.0f, 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;
- }
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