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//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "NORMALMAP" "0..1"
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// STATIC: "WORLDVERTEXTRANSITION" "0..1"
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// STATIC: "VERTEXCOLOR" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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#include "common_vs_fxc.h"
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const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 );
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 );
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const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 );
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cNormalMapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 );
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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// If this is float4, and the input is float3, the w component default to one.
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float4 vPos : POSITION;
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float3 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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#if NORMALMAP
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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#endif
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float4 vColor : COLOR0;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float4 spotTexCoord : TEXCOORD0;
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float2 baseTexCoord : TEXCOORD1;
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#if NORMALMAP
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float3 tangentPosToLightVector : TEXCOORD2;
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float2 normalMapTexCoord : TEXCOORD3;
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#else
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float3 worldPosToLightVector : TEXCOORD2;
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float3 normal : TEXCOORD3;
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#endif
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float4 vertAtten : COLOR0;
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};
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float RemapValClamped( float val, float A, float B )
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{
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float cVal = (val - A) / (B - A);
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cVal = saturate( cVal );
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return cVal;
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}
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o;
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float4 projPos;
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float3 worldPos;
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float3 worldNormal;
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float3 eyeVector;
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projPos = mul( v.vPos, cModelViewProj );
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o.projPos = projPos;
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worldPos = mul( v.vPos, cModel[0] );
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worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] );
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#if NORMALMAP
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float3 worldTangentS = mul( v.vTangentS, cModel[0] );
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float3 worldTangentT = mul( v.vTangentT, cModel[0] );
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#endif
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#if !defined( _X360 )
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o.fog = CalcFog( worldPos, projPos, g_FogType );
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#endif
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o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
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o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
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float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
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o.spotTexCoord = spotTexCoord.xyzw;
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float3 worldPosToLightVector = g_FlashlightPos - worldPos;
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#if NORMALMAP
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o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[0] ) + cNormalMapTexCoordTransform[0].w;
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o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[1] ) + cNormalMapTexCoordTransform[1].w;
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o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS );
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o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT );
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o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal );
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#else
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o.worldPosToLightVector = worldPosToLightVector;
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o.normal = worldNormal;
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#endif
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float3 delta = worldPosToLightVector;
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float distSquared = dot( delta, delta );
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float dist = sqrt( distSquared );
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float farZ = g_FlashlightAttenuationFactors.w;
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float endFalloffFactor = RemapValClamped( dist, farZ, 0.6 * farZ );
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o.vertAtten.xyz = saturate( endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
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#if WORLDVERTEXTRANSITION
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o.vertAtten.w = 1 - v.vColor.w;
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#else
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#if VERTEXCOLOR
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o.vertAtten.w = v.vColor.w;
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#else
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o.vertAtten.w = 1.0f;
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#endif
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#endif
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return o;
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}
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