Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "MODEL" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "DOWATERFOG" "0..1"
// DYNAMIC: "SKINNING" "0..1"
// 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]
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
static const int g_FogType = DOWATERFOG;
#ifdef SHADER_MODEL_VS_3_0
// NOTE: cMorphTargetTextureDim.xy = target dimensions,
// cMorphTargetTextureDim.z = 4tuples/morph
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
#endif
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float4 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
float4 vUserData : TANGENT;
// 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 vSetupProjPos : POSITION;
float fFog : FOG;
float2 vBaseTexCoord : TEXCOORD0;
float3x3 tangentSpaceTranspose : TEXCOORD1;
// second row : TEXCOORD2;
// third row : TEXCOORD3;
float3 worldPos : TEXCOORD4;
float3 projPos : TEXCOORD5;
float4 lightAtten : TEXCOORD6;
float3 vRefract : TEXCOORD7;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 vPosition = v.vPos;
float3 vNormal;
float4 vTangent;
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz );
#else
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ),
vPosition.xyz, vNormal, vTangent.xyz );
#endif
// Perform skinning
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
v.vBoneWeights, v.vBoneIndices, worldPos,
worldNormal, worldTangentS, worldTangentT );
// Always normalize since flex path is controlled by runtime
// constant not a shader combo and will always generate the normalization
worldNormal = normalize( worldNormal );
worldTangentS = normalize( worldTangentS );
worldTangentT = normalize( worldTangentT );
// Projected position
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
o.vSetupProjPos = vProjPos;
// Map projected position to the refraction texture
float2 vRefractPos;
vRefractPos.x = vProjPos.x;
vRefractPos.y = -vProjPos.y; // invert Y
vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW )
o.lightAtten = 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
#else
// Scalar light attenuation
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true );
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true );
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true );
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, true );
#endif
// Compute fog based on the position
float3 vWorldPos = mul( v.vPos, cModel[0] );
#if !defined( _X360 )
o.fFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
#endif
// World position
o.worldPos = worldPos;
// Refract position
o.projPos = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
// Tranform bump coordinates
o.vBaseTexCoord = v.vBaseTexCoord;
// Tangent space transform
o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x );
o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y );
o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z );
return o;
}