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86
base/renderprogs/heatHazeWithMaskAndVertex.vertex
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86
base/renderprogs/heatHazeWithMaskAndVertex.vertex
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "global.inc"
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uniform matrices_ubo { float4 matrices[408]; };
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uniform float4 rpUser0 : register(c128); // rpScroll
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uniform float4 rpUser1 : register(c129); // rpDeformMagnitude
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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float4 position : POSITION;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 color : COLOR0;
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};
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void main( VS_IN vertex, out VS_OUT result ) {
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#include "skinning.inc"
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// texture 0 takes the texture coordinates unmodified
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result.texcoord0 = float4( vertex.texcoord, 0 , 0 );
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// texture 1 takes the texture coordinates and adds a scroll
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const float4 textureScroll = rpUser0;
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result.texcoord1 = float4( vertex.texcoord, 0, 0 ) + textureScroll;
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// texture 2 takes the deform magnitude and scales it by the projection distance
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float4 vec = float4( 0, 1, 0, 1 );
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vec.z = dot4( modelPosition, rpModelViewMatrixZ );
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// magicProjectionAdjust is a magic scalar that scales the projection since we changed from
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// using the X axis to the Y axis to calculate x. It is an approximation to closely match
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// what the original game did
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const float magicProjectionAdjust = 0.43f;
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float x = dot4 ( vec, rpProjectionMatrixY ) * magicProjectionAdjust;
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float w = dot4( vec, rpProjectionMatrixW );
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// don't let the recip get near zero for polygons that cross the view plane
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w = max( w, 1.0f );
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x /= w;
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//x = x * ( 1.0f / w );
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// clamp the distance so the the deformations don't get too wacky near the view
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x = min( x, 0.02f );
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const float4 deformMagnitude = rpUser1;
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result.texcoord2 = x * deformMagnitude;
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result.color = swizzleColor( vertex.color );
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}
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