add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
67
gamedata/shaders/r3/deffer_base_bump.vs
Normal file
67
gamedata/shaders/r3/deffer_base_bump.vs
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
#include "common.h"
|
||||
|
||||
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
||||
#define v_in v_static_color
|
||||
#else
|
||||
#define v_in v_static
|
||||
#endif
|
||||
|
||||
|
||||
v2p_bumped main( v_in I )
|
||||
{
|
||||
// I.color.rgb = I.color.bgr; // Swizzle to compensate DX9/DX10 format mismatch
|
||||
float4 w_pos = I.P ;
|
||||
float2 tc = unpack_tc_base (I.tc,I.T.w,I.B.w); // copy tc
|
||||
float hemi = I.Nh.w ;
|
||||
|
||||
// Eye-space pos/normal
|
||||
v2p_bumped O;
|
||||
float3 Pe = mul (m_WV, w_pos );
|
||||
O.hpos = mul (m_WVP, w_pos );
|
||||
O.tcdh = float4 (tc.xyyy );
|
||||
O.position = float4 (Pe, hemi );
|
||||
// O.position = float4 (O.hpos.xyz, hemi );
|
||||
|
||||
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
||||
O.tcdh.w = I.color.w; // (r,g,b,dir-occlusion)
|
||||
#endif
|
||||
|
||||
// Calculate the 3x3 transform from tangent space to eye-space
|
||||
// TangentToEyeSpace = object2eye * tangent2object
|
||||
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
|
||||
I.Nh = unpack_D3DCOLOR(I.Nh);
|
||||
I.T = unpack_D3DCOLOR(I.T);
|
||||
I.B = unpack_D3DCOLOR(I.B);
|
||||
float3 N = unpack_bx4(I.Nh); // just scale (assume normal in the -.5f, .5f)
|
||||
float3 T = unpack_bx4(I.T); //
|
||||
float3 B = unpack_bx4(I.B); //
|
||||
float3x3 xform = mul ((float3x3)m_WV, float3x3(
|
||||
T.x,B.x,N.x,
|
||||
T.y,B.y,N.y,
|
||||
T.z,B.z,N.z
|
||||
));
|
||||
// The pixel shader operates on the bump-map in [0..1] range
|
||||
// Remap this range in the matrix, anyway we are pixel-shader limited :)
|
||||
// ...... [ 2 0 0 0]
|
||||
// ...... [ 0 2 0 0]
|
||||
// ...... [ 0 0 2 0]
|
||||
// ...... [-1 -1 -1 1]
|
||||
// issue: strange, but it's slower :(
|
||||
// issue: interpolators? dp4? VS limited? black magic?
|
||||
|
||||
// Feed this transform to pixel shader
|
||||
O.M1 = xform[0];
|
||||
O.M2 = xform[1];
|
||||
O.M3 = xform[2];
|
||||
|
||||
#ifdef USE_TDETAIL
|
||||
O.tcdbump = O.tcdh * dt_params; // dt tc
|
||||
#endif
|
||||
|
||||
#ifdef USE_LM_HEMI
|
||||
O.lmh = unpack_tc_lmap (I.lmh);
|
||||
#endif
|
||||
return O;
|
||||
}
|
||||
|
||||
FXVS;
|
||||
Loading…
Add table
Add a link
Reference in a new issue