chore: clean up the main vertex shader and fix bugs with it

This commit is contained in:
la
2026-03-03 12:26:40 +10:00
parent 28408ca8b4
commit fa880572bf
+72 -118
View File
@@ -25,15 +25,15 @@ SOFTWARE.
cbuffer positionTransformWV : register(b0)
{
float4x4 matWV;
float4x4 matWorldView;
};
cbuffer positionTransformWV2 : register(b1)
{
float4x4 matWV2;
float4x4 matWorldView2;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matP;
float4x4 matProjection;
};
cbuffer textureTransform : register(b3)
{
@@ -62,7 +62,7 @@ cbuffer lighting : register(b6)
#ifdef TEXGEN
cbuffer texgen : register(b7)
{
float4x4 matTexGenEye;
float4x4 matTexGenView;
float4x4 matTexGenObj;
};
#endif
@@ -71,11 +71,11 @@ cbuffer texgen : register(b7)
cbuffer positionTransformWV : register(b0)
{
float4x4 matWV;
float4x4 matWorldView;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matP;
float4x4 matProjection;
};
cbuffer textureUV2 : register(b4)
{
@@ -98,150 +98,104 @@ Texture2D<float4> light_texture : register(t0);
#ifndef COMPRESSED
struct VS_INPUT
{
float4 v0 : POSITION0;
float4 v1 : COLOR0;
float3 v2 : NORMAL0;
float4 v3 : TEXCOORD0;
int2 v4 : TEXCOORD1;
float4 position : POSITION0;
float4 colour : COLOR0;
float3 normal : NORMAL0;
float4 texCoord : TEXCOORD0;
int2 lightMapCoord : TEXCOORD1;
};
#else
struct VS_INPUT
{
int4 v0 : POSITION0;
int4 v1 : TEXCOORD0;
int4 position : POSITION0;
int4 texCoord : TEXCOORD0;
};
#endif
struct VS_OUTPUT
{
float4 o0 : SV_POSITION;
float4 o1 : COLOR0;
float4 o2 : TEXCOORD0;
float4 position : SV_POSITION;
float4 colour : COLOR0;
float4 texCoord : TEXCOORD0;
};
float4 fog_calc(float4 vecFog, float eyeZ)
float CalcFogFactor(float4 vecFog, float viewZ)
{
float4 r0;
r0.x = vecFog.x + eyeZ;
r0.y = vecFog.x * eyeZ;
r0.y = 1.44269502 * r0.y;
r0.y = exp2(r0.y);
r0.y = min(1, r0.y);
r0.x = saturate(vecFog.y * r0.x);
bool bLinear = (vecFog.z == 1);
bool bExp = (vecFog.z == 2);
r0.y = bExp ? r0.y : 1;
r0.z = bLinear ? r0.x : r0.y;
return r0;
float fogLinear = saturate(vecFog.y * (vecFog.x + viewZ));
float fogExp = min(1.0f, exp2(1.44269502f * vecFog.x * viewZ));
float f = (vecFog.z == 2) ? fogExp : 1.0f;
return (vecFog.z == 1) ? fogLinear : f;
}
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
float4 r0, r1, r2;
#ifndef COMPRESSED
r0.xyzw = matWV2._m01_m11_m21_m31 * input.v0.yyyy;
r0.xyzw = matWV2._m00_m10_m20_m30 * input.v0.xxxx + r0.xyzw;
r0.xyzw = matWV2._m02_m12_m22_m32 * input.v0.zzzz + r0.xyzw;
r0.xyzw = matWV2._m03_m13_m23_m33 * input.v0.wwww + r0.xyzw;
r1.xyzw = matWV._m01_m11_m21_m31 * r0.yyyy;
r1.xyzw = matWV._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
r1.xyzw = matWV._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
r0.xyzw = matWV._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
r1.xyzw = matP._m01_m11_m21_m31 * r0.yyyy;
r1.xyzw = matP._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
r1.xyzw = matP._m02_m12_m22_m32 * r0.zzzw + r1.xyzw;
output.o0.xyzw = matP._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
float4 skinnedPosition = mul(matWorldView2, input.position);
float4 cameraSpacePos = mul(matWorldView, skinnedPosition);
output.position = mul(matProjection, cameraSpacePos);
r0.xy = (int2)input.v4.xy;
r0.xy = float2(0.00390625, 0.00390625) * r0.xy;
r0.xy = max(vecUVT2.xy, r0.xy);
r0.xy = frac(r0.xy);
r1.xyzw = light_texture.SampleLevel(light_sampler_s, r0.xy, 0).xyzw;
r1.w = 1;
output.o1.xyzw = input.v1.wzyx * r1.xyzw;
float2 lightMapUV = float2((int2) input.lightMapCoord) * 0.00390625f;
lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
lightMapSample.w = 1.0f;
#ifndef LIGHTING
output.colour.xyzw = input.colour.wzyx * lightMapSample;
#endif
#ifdef LIGHTING
r0.xyw = matWV2._m01_m11_m21 * input.v2.yyy;
r0.xyw = matWV2._m00_m10_m20 * input.v2.xxx + r0.xyw;
r0.xyw = matWV2._m02_m12_m22 * input.v2.zzz + r0.xyw;
r1.xyz = matWV._m01_m11_m21 * r0.yyy;
r1.xyz = matWV._m00_m10_m20 * r0.xxx + r1.xyz;
r0.xyw = matWV._m02_m12_m22 * r0.www + r1.xyz;
r1.x = dot(r0.xyw, r0.xyw);
r1.x = rsqrt(r1.x);
r0.xyw = r1.xxx * r0.xyw;
r1.x = dot(vecLight1.xyz, r0.xyw);
r0.x = dot(vecLight0.xyz, r0.xyw);
r0.x = max(0, r0.x);
r0.y = max(0, r1.x);
r1.xyzw = vecLight1Col.xyzw * r0.yyyy;
r1.xyzw = r0.xxxx * vecLight0Col.xyzw + r1.xyzw;
r1.xyzw = saturate(vecLightAmbientCol.xyzw + r1.xyzw);
float3 skinNormal = mul((float3x3)matWorldView2, input.normal);
float3 viewNormal = normalize(mul((float3x3)matWorldView, skinNormal));
r0.xy = (int2)input.v4.xy;
r0.xy = float2(0.00390625, 0.00390625) * r0.xy;
r0.xy = max(vecUVT2.xy, r0.xy);
r0.xy = frac(r0.xy);
r2.xyzw = light_texture.SampleLevel(light_sampler_s, r0.xy, 0).xyzw;
r0.xyw = input.v1.wzy * r2.xyz;
output.o1.xyz = r1.xyz * r0.xyw;
output.o1.w = r1.w;
float d0 = max(0.0f, dot(vecLight0, viewNormal));
float d1 = max(0.0f, dot(vecLight1, viewNormal));
float4 litColour = saturate(vecLightAmbientCol + d0 * vecLight0Col + d1 * vecLight1Col);
lightMapUV = float2((int2)input.lightMapCoord) * 0.00390625f;
lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
output.colour.xyz = litColour.xyz * (input.colour.wzy * lightMapSample.xyz);
output.colour.w = litColour.w;
#endif
#ifdef TEXGEN
r1.xyzw = matTexGenEye._m01_m11_m21_m31 * r0.yyyy;
r1.xyzw = matTexGenEye._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
r1.xyzw = matTexGenEye._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
r1.xyzw = matTexGenEye._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
r2.xyzw = matTexGenObj._m01_m11_m21_m31 * input.v0.yyyy;
r2.xyzw = matTexGenObj._m00_m10_m20_m30 * input.v0.xxxx + r2.xyzw;
r2.xyzw = matTexGenObj._m02_m12_m22_m32 * input.v0.zzzz + r2.xyzw;
r2.xyzw = matTexGenObj._m03_m13_m23_m33 * input.v0.wwww + r2.xyzw;
r1.xyzw = r2.xyzw + r1.xyzw;
r0.xyw = matUV._m01_m11_m31 * r1.yyy;
r0.xyw = matUV._m00_m10_m30 * r1.xxx + r0.xyw;
r0.xyw = matUV._m02_m12_m32 * r1.zzz + r0.xyw;
output.o2.xyw = matUV._m03_m13_m33 * r1.www + r0.xyw;
float4 texGenCoords = mul(matTexGenView, cameraSpacePos) + mul(matTexGenObj, input.position);
output.texCoord.x = dot(matUV[0], texGenCoords);
output.texCoord.y = dot(matUV[1], texGenCoords);
output.texCoord.w = dot(matUV[3], texGenCoords);
#else
r0.xy = matUV._m01_m11 * input.v3.yy;
r0.xy = matUV._m00_m10 * input.v3.xx + r0.xy;
output.o2.xy = matUV._m03_m13 + r0.xy;
output.o2.w = 1;
output.texCoord.xy = float2(dot(matUV[0], input.texCoord), dot(matUV[1], input.texCoord));
output.texCoord.w = 1.0f;
#endif
float4 fog = fog_calc(vecFog, r0.z);
output.o2.z = fog.z;
output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
#else // COMPRESSED
r0.xyzw = (int4)input.v0.xyzw;
r0.xyz = r0.xyz * float3(0.0009765625, 0.0009765625, 0.0009765625) + vecWV2Trans.xyz;
r0.w = 32768 + r0.w;
r1.xyz = float3(1.52587891e-05, 0.00048828125, 0.03125) * r0.www;
r1.xyz = frac(r1.xyz);
r2.xyzw = matWV._m01_m11_m21_m31 * r0.yyyy;
r2.xyzw = matWV._m00_m10_m20_m30 * r0.xxxx + r2.xyzw;
r0.xyzw = matWV._m02_m12_m22_m32 * r0.zzzz + r2.xyzw;
r0.xyzw = matWV._m03_m13_m23_m33 + r0.xyzw;
r2.xyzw = matP._m01_m11_m21_m31 * r0.yyyy;
r2.xyzw = matP._m00_m10_m20_m30 * r0.xxxx + r2.xyzw;
r2.xyzw = matP._m02_m12_m22_m32 * r0.zzzz + r2.xyzw;
output.o0.xyzw = matP._m03_m13_m23_m33 * r0.wwww + r2.xyzw;
r2.xyzw = (int4)input.v1.zwxy;
r2.xyzw = float4(0.00390625, 0.00390625, 0.000122070312, 0.000122070312) * r2.xyzw;
r0.xy = max(vecUVT2.xy, r2.xy);
output.o2.xy = r2.zw;
r0.xy = frac(r0.xy);
r2.xyzw = light_texture.SampleLevel(light_sampler_s, r0.xy, 0).xyzw;
output.o1.xyz = r2.xyz * r1.xyz;
output.o1.w = 1;
float4 pos;
pos.xyz = float3((int3)input.position.xyz) * 0.0009765625f + vecWV2Trans.xyz;
pos.w = 1.0f;
float4 fog = fog_calc(vecFog, r0.z);
output.o2.z = fog.z;
output.o2.w = 1;
int packedColor = (int)input.position.w + 32768;
float3 colour = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
float4 cameraSpacePos = mul(matWorldView, pos);
output.position = mul(matProjection, cameraSpacePos);
float4 uvs = float4((int4)input.texCoord.zwxy) * float4(0.00390625f, 0.00390625f, 0.000122070312f, 0.000122070312f);
float2 lightMapUV = frac(max(vecUVT2.xy, uvs.xy));
float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
output.colour.xyz = lightMapSample.xyz * colour;
output.colour.w = 1.0f;
output.texCoord.xy = uvs.zw;
output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
output.texCoord.w = 1.0f;
#endif