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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]; };
- 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 );
- }
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