You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
92 lines
2.8 KiB
92 lines
2.8 KiB
5 years ago
|
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
|
||
|
//
|
||
|
// Example vertex shader that can be applied to models
|
||
|
//
|
||
|
//==================================================================================================
|
||
|
|
||
|
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
|
||
|
// DYNAMIC: "DOWATERFOG" "0..1"
|
||
|
// DYNAMIC: "SKINNING" "0..1"
|
||
|
// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
|
||
|
// DYNAMIC: "NUM_LIGHTS" "0..4"
|
||
|
|
||
|
#include "common_vs_fxc.h"
|
||
|
|
||
|
static const bool g_bSkinning = SKINNING ? true : false;
|
||
|
static const int g_FogType = DOWATERFOG;
|
||
|
|
||
|
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Input vertex format
|
||
|
//-----------------------------------------------------------------------------
|
||
|
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;
|
||
|
float2 vTexCoord0 : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct VS_OUTPUT
|
||
|
{
|
||
|
// Stuff that isn't seen by the pixel shader
|
||
|
float4 projPosSetup : POSITION;
|
||
|
float fog : FOG;
|
||
|
// Stuff that is seen by the pixel shader
|
||
|
float2 baseTexCoord : TEXCOORD0;
|
||
|
float4 lightAtten : TEXCOORD1;
|
||
|
float3 worldNormal : TEXCOORD2;
|
||
|
float3 worldPos : TEXCOORD3;
|
||
|
float3 projPos : TEXCOORD4;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Main shader entry point
|
||
|
//-----------------------------------------------------------------------------
|
||
|
VS_OUTPUT main( const VS_INPUT v )
|
||
|
{
|
||
|
VS_OUTPUT o = ( VS_OUTPUT )0;
|
||
|
|
||
|
float3 vNormal;
|
||
|
DecompressVertex_Normal( v.vNormal, vNormal );
|
||
|
|
||
|
float3 worldNormal, worldPos;
|
||
|
SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
|
||
|
|
||
|
// Transform into projection space
|
||
|
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
|
||
|
o.projPosSetup = vProjPos;
|
||
|
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
|
||
|
|
||
|
o.projPos = vProjPos.xyz;
|
||
|
o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
|
||
|
|
||
|
// Needed for water fog alpha and diffuse lighting
|
||
|
o.worldPos = worldPos;
|
||
|
o.worldNormal = normalize( worldNormal );
|
||
|
|
||
|
// Scalar attenuations for four lights
|
||
|
o.lightAtten.xyz = float4(0,0,0,0);
|
||
|
#if ( NUM_LIGHTS > 0 )
|
||
|
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
|
||
|
#endif
|
||
|
#if ( NUM_LIGHTS > 1 )
|
||
|
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
|
||
|
#endif
|
||
|
#if ( NUM_LIGHTS > 2 )
|
||
|
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
|
||
|
#endif
|
||
|
#if ( NUM_LIGHTS > 3 )
|
||
|
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
|
||
|
#endif
|
||
|
|
||
|
// Base texture coordinate transform
|
||
|
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
|
||
|
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
|
||
|
|
||
|
return o;
|
||
|
}
|