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📄 refract_vs20.fxc

📁 hl2 source code. Do not use it illegal.
💻 FXC
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//	STATIC: "NUM_BONES"				"0..3"
//  STATIC: "MODEL"					"0..1"

#include "common_vs_fxc.h"

static const int g_NumBones			= NUM_BONES;
static const bool g_bModel			= MODEL ? true : false;

const float4 cBumpTexCoordTransform[2]	:  register( c91 );

struct VS_INPUT
{
	float4 vPos							: POSITION;
	float4 vBoneWeights					: BLENDWEIGHT;
	float4 vBoneIndices					: BLENDINDICES;
	float3 vNormal						: NORMAL;
	float4 vBaseTexCoord				: TEXCOORD0;
#if !MODEL
	float3 vTangentS					: TANGENT;
	float3 vTangentT					: BINORMAL0;
#else
	float4 vUserData					: TANGENT;
#endif
};

struct VS_OUTPUT
{
    float4 vProjPos					: POSITION;	
	float  vFog						: FOG;
	float2 vBumpTexCoord			: TEXCOORD0;
	float3 vTangentEyeVect			: TEXCOORD1;
	float3x3 tangentSpaceTranspose	: TEXCOORD2;
	float3 vRefractXYW				: TEXCOORD5;
	float3 projNormal							: TEXCOORD6;
};

VS_OUTPUT main( const VS_INPUT v )
{
	VS_OUTPUT o = ( VS_OUTPUT )0;

	float4 projPos;
	float3 worldNormal, worldPos, worldTangentS, worldTangentT;
#if MODEL
	SkinPositionNormalAndTangentSpace( 
#	ifdef USE_CONDITIONALS
			g_bZeroBones, g_bOneBone, g_bTwoBones,
#	else
			g_NumBones, 
#	endif
			v.vPos, v.vNormal, v.vUserData,
			v.vBoneWeights, v.vBoneIndices,
			worldPos, worldNormal, worldTangentS, worldTangentT );
#else
	worldPos = mul( v.vPos, cModel[0] );
	worldNormal = v.vNormal;
	worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
	worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
	worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
#endif

	// Projected position
	float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
	o.vProjPos = vProjPos;
	o.projNormal = mul( worldNormal, cViewProj );

	// Map projected position to the refraction texture
	float2 vRefractPos;
	vRefractPos.x = vProjPos.x;
	vRefractPos.y = -vProjPos.y; // invert Y
	vRefractPos = (vRefractPos + vProjPos.w) * cHalf;

	// Refraction transform
	o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);

	// Compute fog based on the position
	float3 vWorldPos = mul( v.vPos, cModel[0] );
	o.vFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );

	// Eye vector
	float3 vWorldEyeVect = cEyePos - vWorldPos;
	// Transform to the tangent space
	o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
	o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
	o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );

	// Tranform bump coordinates
	o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
	o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );

#ifdef NV3X
	o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
	o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
	o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
#else
	o.tangentSpaceTranspose[0] = worldTangentS;
	o.tangentSpaceTranspose[1] = worldTangentT;
	o.tangentSpaceTranspose[2] = worldNormal;
#endif

	return o;
}


/*
#include "common_vs_fxc.h"

#ifdef USE_CONDITIONALS
const bool g_bZeroBones : register( b0 );
const bool g_bOneBone   : register( b1 );
const bool g_bTwoBones  : register( b2 );
#else
static const int g_NumBones			= NUM_BONES;
static const bool g_bModel			= MODEL ? true : false;
#endif

const float4 cBumpTexCoordTransform[2]	:  register( c91 );
const float4 g_C93 : register( c93 );
const float4 g_C94 : register( c94 );

struct VS_INPUT
{
	float4 vPos							: POSITION;
	float4 vBoneWeights					: BLENDWEIGHT;
	float4 vBoneIndices					: BLENDINDICES;
	float3 vNormal						: NORMAL;
	float4 vBaseTexCoord				: TEXCOORD0;
#if !MODEL
	float3 vTangentS					: TANGENT;
	float3 vTangentT					: BINORMAL0;
#else
	float4 vUserData					: TANGENT;
#endif
};

// t0: 
//		texture: dudv map
//		texcoords: coords for normal map
// t1:
//		texcoords: uvw for first dp3
// t2:
//		texture: renderable texture that we are going to perturb
//		texcoords: uvw for second dp3

struct VS_OUTPUT
{
    float4 projPos								: POSITION;	
	float  fog									: FOG;
	float2 dudvMapAndNormalMapTexCoord			: TEXCOORD0;
	float4 uvw1									: TEXCOORD1;
	float4 uvw2									: TEXCOORD2;
	float3 projNormal							: TEXCOORD3;
	float3 worldVertToEyeVector						: TEXCOORD4;
	float3x3 tangentSpaceTranspose				: TEXCOORD5;
};

VS_OUTPUT main( const VS_INPUT v )
{
	VS_OUTPUT o;

	float4 vProjPos;
	float3 worldNormal, worldPos, worldTangentS, worldTangentT;
#if MODEL
	SkinPositionNormalAndTangentSpace( 
#	ifdef USE_CONDITIONALS
			g_bZeroBones, g_bOneBone, g_bTwoBones,
#	else
			g_NumBones, 
#	endif
			v.vPos, v.vNormal, v.vUserData,
			v.vBoneWeights, v.vBoneIndices,
			worldPos, worldNormal, worldTangentS, worldTangentT );
#else
	worldPos = mul( v.vPos, cModel[0] );
	worldNormal = v.vNormal;
	worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
	worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
	worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
#endif
	projPos = mul( float4( worldPos, 1 ), cViewProj );
	o.projNormal = mul( worldNormal, cViewProj );

	o.projPos = projPos;

	o.fog = CalcFog( worldPos, projPos, FOGTYPE_RANGE );

	o.worldVertToEyeVector = VSHADER_VECT_SCALE * ( cEyePos - worldPos );

	o.dudvMapAndNormalMapTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
	o.dudvMapAndNormalMapTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );

	// special case perspective correct texture projection so that the texture fits exactly on the screen
	projPos.y *= g_C94.w;
	projPos.xy += projPos.w;
	projPos.xy *= cHalf;

	float w = projPos.w;
	float oow = 1.0f/projPos.w;

	float3 projTangentS;
	projTangentS.xy = mul( worldTangentS, cViewProj ).xy;
	projTangentS.z = 0.0f;

	float3 projTangentT;
	projTangentT.xy = mul( worldTangentT, cViewProj ).xy;
	projTangentT.z = 0.0f;

	// normalize these since we are going to shorten the displacements using mipmapping
	// of the alpha channel of the normal map.
//	projTangentS = normalize( projTangentS );
//	projTangentT = normalize( projTangentT );
	
	o.uvw1.x = projTangentS.x * g_C93.x;
	o.uvw1.y = projTangentT.x * g_C93.x;
	o.uvw1.z = projPos.x;
	o.uvw1.w = w;

	o.uvw2.x = projTangentS.y * -g_C93.x;
	o.uvw2.y = projTangentT.y * -g_C93.x;
	o.uvw2.z = projPos.y;
	o.uvw2.w = w;

	o.tangentSpaceTranspose[0] = worldTangentS;
	o.tangentSpaceTranspose[1] = worldTangentT;
	o.tangentSpaceTranspose[2] = worldNormal;
  
	return o;
}


*/

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