bloodorb3_capture.vertex (2973B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #include "global.inc" 30 31 uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex 32 uniform float4 rpUser1 : register( c129 ); //rpRotateTex 33 uniform float4 rpUser2 : register( c130 ); //rpColorFactor 34 35 struct VS_IN { 36 float4 position : POSITION; 37 float2 texcoord : TEXCOORD0; 38 float4 normal : NORMAL; 39 float4 tangent : TANGENT; 40 float4 color : COLOR0; 41 }; 42 43 struct VS_OUT { 44 float4 position : POSITION; 45 float2 texcoord0 : TEXCOORD0; 46 float2 texcoord1 : TEXCOORD1; 47 float2 texcoord2 : TEXCOORD2; 48 float2 texcoord3 : TEXCOORD3; 49 float2 texcoord4 : TEXCOORD4; 50 }; 51 52 void main( VS_IN vertex, out VS_OUT result ) { 53 result.position.x = dot4( vertex.position, rpMVPmatrixX ); 54 result.position.y = dot4( vertex.position, rpMVPmatrixY ); 55 result.position.z = dot4( vertex.position, rpMVPmatrixZ ); 56 result.position.w = dot4( vertex.position, rpMVPmatrixW ); 57 58 //_accum 1 59 const float4 centerScaleTex = rpUser0; 60 const float4 rotateTex = rpUser1; 61 float2 tc0 = CenterScale( vertex.texcoord, centerScaleTex.xy ); 62 result.texcoord0 = Rotate2D( tc0, rotateTex.xy ); 63 64 // accum 2 65 result.texcoord1 = Rotate2D( tc0, float2( rotateTex.z, -rotateTex.w ) ); 66 67 // accum 3 68 result.texcoord2 = Rotate2D( tc0, rotateTex.zw ); 69 70 // pass through for currentrender 71 result.texcoord3 = vertex.texcoord; 72 73 // pass through the color fator 74 const float4 colorFactor = rpUser2; 75 result.texcoord4 = colorFactor.xx; 76 }