This commit is contained in:
2025-11-28 23:13:44 +05:30
commit a3a8e79709
7360 changed files with 1156074 additions and 0 deletions

View File

@ -0,0 +1,75 @@
#include <config.cg>
#include <globals.cg>
#include <tessellation.cg>
VertexOut vmain(__in(float4, localSpacePosition, POSITION)
__in_opt(float3, localSpaceNormal, NORMAL)
__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
__in_opt(float4, vertexTexcoord0, TEXCOORD0)
__in_opt(float4, vertexTexcoord1, TEXCOORD1)
__in_opt(float4, vertexTexcoord2, TEXCOORD2)
__in_opt(float4, vertexTexcoord3, TEXCOORD3)
__in_opt(half4, vertexColor, COLOR)
, __in(int, boneIndex, SEMANTIC_BONEINDEX)
#if RENDERER_DISPLACED
__in_opt(uint, vertexFlagsDisp, SEMANTIC_DISPLACEMENT_FLAGS)
#endif
)
{
VertexOut vout;
#if defined USE_VTF
float4x4 boneMatrix;
const float boneTextureIdx = ((float)boneIndex + 0.5f) / g_boneTextureHeight;
boneMatrix[0] = tex2Dlod(g_boneTexture, float4(0.5f / 4.f, boneTextureIdx, 0, 0));
boneMatrix[1] = tex2Dlod(g_boneTexture, float4(1.5f / 4.f, boneTextureIdx, 0, 0));
boneMatrix[2] = tex2Dlod(g_boneTexture, float4(2.5f / 4.f, boneTextureIdx, 0, 0));
boneMatrix[3] = tex2Dlod(g_boneTexture, float4(3.5f / 4.f, boneTextureIdx, 0, 0));
#else
float4x4 boneMatrix = g_boneMatrices[boneIndex];
#endif
float4 skinnedPosition = mul(boneMatrix, localSpacePosition);
float3 skinnedNormal = mul(boneMatrix, float4(localSpaceNormal, 0)).xyz;
#if !defined(GLSL_COMPILER)
float3 skinnedTangent = mul(boneMatrix, float4(localSpaceTangent.xyz, 0)).xyz;
#endif
#if !defined(GLSL_COMPILER)
float4x4 mvpm = mul(g_projMatrix, g_modelViewMatrix); // TODO: should use g_modelViewProjMatrix....
vout.screenSpacePosition = mul(mvpm, skinnedPosition);
#else
vout.screenSpacePosition = mul(g_MVP, skinnedPosition);
#endif
#if !defined(GLSL_COMPILER)
vout.params.worldSpacePosition = mul(g_modelMatrix, skinnedPosition).xyz;
vout.params.worldSpaceNormal = normalize(mul(g_modelMatrix, float4(skinnedNormal, 0)).xyz);
vout.params.worldSpaceTangent = normalize(mul(g_modelMatrix, float4(skinnedTangent, 0)).xyz);
vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceTangent, vout.params.worldSpaceNormal) * localSpaceTangent.w;
#else
vout.params.worldSpacePosition = mul(g_modelMatrix, skinnedPosition).xyz;
vout.params.worldSpaceNormal = normalize(mul(g_modelMatrix, float4(skinnedNormal, 0)).xyz);
#endif
vout.params.texcoord0 = vertexTexcoord0;
vout.params.texcoord1 = vertexTexcoord1;
vout.params.texcoord2 = vertexTexcoord2;
#if !defined (RENDERER_WIN8ARM)
vout.params.texcoord3 = vertexTexcoord3;
#endif
vout.params.color = swizzle(vertexColor);
#if RENDERER_DISPLACED
vout.localPosition = localSpacePosition;
vout.flagsDisp = vertexFlagsDisp;
float4x4 modelBoneMatrix = mul(g_modelMatrix, boneMatrix);
vout.modelMatrix[0] = modelBoneMatrix[0];
vout.modelMatrix[1] = modelBoneMatrix[1];
vout.modelMatrix[2] = modelBoneMatrix[2];
vout.modelMatrix[3] = modelBoneMatrix[3];
#endif
return vout;
}