Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "SEAMLESS_BASE" "0..1"
// STATIC: "SEAMLESS_DETAIL" "0..1"
// STATIC: "SEPARATE_DETAIL_UVS" "0..1"
// STATIC: "DECAL" "0..1" [vs30]
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1"
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
// DYNAMIC: "STATIC_LIGHT_VERTEX" "0..1"
// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// DYNAMIC: "MORPHING" "0..1" [vs30]
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
// SKIP: ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) )
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
static const bool g_bCubemap = CUBEMAP ? true : false;
static const bool g_bFlashlight = FLASHLIGHT ? true : false;
static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
static const bool g_bDecalOffset = true;
#else
static const bool g_bDecalOffset = false;
#endif
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
#if SEAMLESS_DETAIL || SEAMLESS_BASE
const float cSeamlessScale : register( SHADER_SPECIFIC_CONST_2);
#define SEAMLESS_SCALE cSeamlessScale.x
#endif
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
#if defined ( _X360 )
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
#endif
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vColor : COLOR0;
float3 vSpecular : COLOR1;
// make these float2's and stick the [n n 0 1] in the dot math.
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
float4 vTexCoord2 : TEXCOORD2;
float4 vTexCoord3 : TEXCOORD3;
// Position and normal/tangent deltas
float3 vPosFlex : POSITION1;
float3 vNormalFlex : NORMAL1;
#ifdef SHADER_MODEL_VS_3_0
float vVertexID : POSITION2;
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION; // Projection-space position
#if !defined( _X360 )
float fog : FOG;
#endif
#if SEAMLESS_BASE
HALF3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle)
#else
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
#endif
#if SEAMLESS_DETAIL
HALF3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate
#else
HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
#endif
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
#if CUBEMAP || _X360
float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
#endif
float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
#if defined ( _X360 ) && FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD5;
#endif
float4 vProjPos : TEXCOORD6;
float4 worldPos_ProjPosZ : TEXCOORD7;
float4 fogFactorW : COLOR1;
#if SEAMLESS_DETAIL || SEAMLESS_BASE
float3 SeamlessWeights : COLOR0; // x y z projection weights
#endif
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
bool bStaticLight = STATIC_LIGHT_VERTEX ? true : false;
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bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
float4 vPosition = v.vPos;
float3 vNormal = 0;
if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
{
// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
DecompressVertex_Normal( v.vNormal, vNormal );
}
#if SEAMLESS_BASE || SEAMLESS_DETAIL
// compute blend weights in rgb
float3 NNormal=normalize( vNormal );
o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
#endif
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
#endif
// Perform skinning
float3 worldNormal, worldPos;
SkinPositionAndNormal(
g_bSkinning,
vPosition, vNormal,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal );
if ( !g_bVertexColor )
{
worldNormal = normalize( worldNormal );
}
#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
// Avoid z precision errors
worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
#endif
o.worldSpaceNormal = worldNormal;
// Transform into projection space
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.projPos = vProjPos;
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
o.vProjPos = vProjPos;
o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
#if !defined( _X360 )
o.fog = o.fogFactorW.w;
#endif
o.worldPos_ProjPosZ.xyz = worldPos.xyz;
o.worldPos_ProjPosZ.w = vProjPos.z;
// Needed for cubemaps
#if CUBEMAP
o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#endif
#if !defined (_X360) && FLASHLIGHT
o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
#else
if ( g_bVertexColor )
{
// Assume that this is unlitgeneric if you are using vertex color.
o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb );
o.color.a = v.vColor.a;
}
else
{
#if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) )
{
o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
}
#else
{
o.color.xyz = DoLightingUnrolled( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
}
#endif
}
#endif
#if SEAMLESS_BASE
o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz;
#else
// Base texture coordinates
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
#endif
#if SEAMLESS_DETAIL
// FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
// that scale works. More smartness could allow 3d xform.
o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
#else
// Detail texture coordinates
// FIXME: This shouldn't have to be computed all the time.
o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
#endif
#if SEPARATE_DETAIL_UVS
o.detailTexCoord.xy = v.vTexCoord1.xy;
#endif
#if LIGHTING_PREVIEW
float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0);
o.color.xyz=float3(dot,dot,dot);
#endif
#if defined ( _X360 ) && FLASHLIGHT
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
#endif
return o;
}