//================================================================================================== // // Physically Based Rendering vertex shader for brushes and 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; float4 vTangent : TANGENT; float2 vTexCoord0 : TEXCOORD0; float4 vLightmapTexCoord : TEXCOORD1; float4 vLightmapTexCoordOffset : TEXCOORD2; }; 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 worldTangent : TEXCOORD3; float3 worldPos : TEXCOORD4; float3 projPos : TEXCOORD5; float4 lightmapTexCoord1And2 : TEXCOORD6; float4 lightmapTexCoord3 : TEXCOORD7; }; //----------------------------------------------------------------------------- // Main shader entry point //----------------------------------------------------------------------------- VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; o.lightmapTexCoord3.z = dot(v.vTexCoord0, cBaseTexCoordTransform[0].xy) + cBaseTexCoordTransform[0].w; o.lightmapTexCoord3.w = dot(v.vTexCoord0, cBaseTexCoordTransform[1].xy) + cBaseTexCoordTransform[1].w; o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset.xy; float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset.xy; // Reversed component order o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; o.lightmapTexCoord3.xy = lightmapTexCoord3; // Get normal and tangent and stuff float3 vNormal; float4 vTangent; DecompressVertex_NormalTangent(v.vNormal, v.vTangent, vNormal, vTangent); float3 worldNormal, worldPos, worldTangentS, worldTangentT; SkinPositionNormalAndTangentSpace(g_bSkinning, v.vPos, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT); // 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); //o.worldTangent = float4(worldTangentS.xyz, vTangent.w); o.worldTangent = normalize(worldTangentS); // Scalar attenuations for four lights 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 // Base texture coordinate transform o.baseTexCoord.x = dot(v.vTexCoord0, cBaseTexCoordTransform[0].xy); o.baseTexCoord.y = dot(v.vTexCoord0, cBaseTexCoordTransform[1].xy); return o; }