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4JLibs/Windows_Libs/Dev/Render/shaders/main_VS.hlsl
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2026-03-03 11:17:41 +10:00

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7.0 KiB
HLSL

/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef COMPRESSED
cbuffer positionTransformWV : register(b0)
{
float4x4 matWV;
};
cbuffer positionTransformWV2 : register(b1)
{
float4x4 matWV2;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matP;
};
cbuffer textureTransform : register(b3)
{
float4x4 matUV;
};
cbuffer textureUV2 : register(b4)
{
float4 vecUVT2;
};
cbuffer fog : register(b5)
{
float4 vecFog;
};
#ifdef LIGHTING
cbuffer lighting : register(b6)
{
float3 vecLight0;
float3 vecLight1;
float4 vecLight0Col;
float4 vecLight1Col;
float4 vecLightAmbientCol;
};
#endif
#ifdef TEXGEN
cbuffer texgen : register(b7)
{
float4x4 matTexGenEye;
float4x4 matTexGenObj;
};
#endif
#else
cbuffer positionTransformWV : register(b0)
{
float4x4 matWV;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matP;
};
cbuffer textureUV2 : register(b4)
{
float4 vecUVT2;
};
cbuffer fog : register(b5)
{
float4 vecFog;
};
cbuffer positionTransform2 : register(b8)
{
float4 vecWV2Trans;
};
#endif
SamplerState light_sampler_s : register(s0);
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;
};
#else
struct VS_INPUT
{
int4 v0 : POSITION0;
int4 v1 : TEXCOORD0;
};
#endif
struct VS_OUTPUT
{
float4 o0 : SV_POSITION;
float4 o1 : COLOR0;
float4 o2 : TEXCOORD0;
};
float4 fog_calc(float4 vecFog, float eyeZ)
{
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;
}
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;
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;
#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);
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;
#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;
#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;
#endif
float4 fog = fog_calc(vecFog, r0.z);
output.o2.z = fog.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 fog = fog_calc(vecFog, r0.z);
output.o2.z = fog.z;
output.o2.w = 1;
#endif
return output;
}