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147 lines
4.6 KiB
147 lines
4.6 KiB
//====== Copyright © 1996-2005, 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: "MODEL" "0..1" |
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] |
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// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "DOWATERFOG" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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// DYNAMIC: "MORPHING" "0..1" [vs30] |
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] |
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo |
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20] |
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#include "common_vs_fxc.h" |
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static const bool g_bSkinning = SKINNING ? true : false; |
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static const int g_FogType = DOWATERFOG; |
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#ifdef SHADER_MODEL_VS_3_0 |
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// NOTE: cMorphTargetTextureDim.xy = target dimensions, |
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// cMorphTargetTextureDim.z = 4tuples/morph |
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); |
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); |
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); |
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#endif |
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struct VS_INPUT |
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{ |
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float4 vPos : POSITION; |
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float4 vBoneWeights : BLENDWEIGHT; |
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float4 vBoneIndices : BLENDINDICES; |
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float4 vNormal : NORMAL; |
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float4 vBaseTexCoord : TEXCOORD0; |
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float4 vUserData : TANGENT; |
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// Position and normal/tangent deltas |
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float3 vPosFlex : POSITION1; |
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float3 vNormalFlex : NORMAL1; |
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#ifdef SHADER_MODEL_VS_3_0 |
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float vVertexID : POSITION2; |
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#endif |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 vSetupProjPos : POSITION; |
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float fFog : FOG; |
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float2 vBaseTexCoord : TEXCOORD0; |
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float3x3 tangentSpaceTranspose : TEXCOORD1; |
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// second row : TEXCOORD2; |
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// third row : TEXCOORD3; |
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float3 worldPos : TEXCOORD4; |
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float3 projPos : TEXCOORD5; |
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float4 lightAtten : TEXCOORD6; |
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float3 vRefract : TEXCOORD7; |
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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 = ( VS_OUTPUT )0; |
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float4 vPosition = v.vPos; |
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float3 vNormal; |
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float4 vTangent; |
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent ); |
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING |
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz ); |
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#else |
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), |
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vPosition.xyz, vNormal, vTangent.xyz ); |
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#endif |
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// Perform skinning |
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float3 worldNormal, worldPos, worldTangentS, worldTangentT; |
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SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, |
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v.vBoneWeights, v.vBoneIndices, worldPos, |
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worldNormal, worldTangentS, worldTangentT ); |
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// Always normalize since flex path is controlled by runtime |
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// constant not a shader combo and will always generate the normalization |
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worldNormal = normalize( worldNormal ); |
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worldTangentS = normalize( worldTangentS ); |
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worldTangentT = normalize( worldTangentT ); |
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// Projected position |
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.vSetupProjPos = vProjPos; |
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// Map projected position to the refraction texture |
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float2 vRefractPos; |
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vRefractPos.x = vProjPos.x; |
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vRefractPos.y = -vProjPos.y; // invert Y |
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vRefractPos = (vRefractPos + vProjPos.w) * 0.5f; |
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#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW ) |
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o.lightAtten = float4(0,0,0,0); |
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#if ( NUM_LIGHTS > 0 ) |
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); |
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#endif |
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#if ( NUM_LIGHTS > 1 ) |
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); |
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#endif |
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#if ( NUM_LIGHTS > 2 ) |
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); |
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#endif |
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#if ( NUM_LIGHTS > 3 ) |
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false ); |
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#endif |
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#else |
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// Scalar light attenuation |
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true ); |
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true ); |
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true ); |
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, true ); |
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#endif |
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// Compute fog based on the position |
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float3 vWorldPos = mul( v.vPos, cModel[0] ); |
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#if !defined( _X360 ) |
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o.fFog = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE ); |
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#endif |
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// World position |
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o.worldPos = worldPos; |
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// Refract position |
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o.projPos = float3(vRefractPos.x, vRefractPos.y, vProjPos.w); |
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// Tranform bump coordinates |
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o.vBaseTexCoord = v.vBaseTexCoord; |
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// Tangent space transform |
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o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x ); |
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o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y ); |
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o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z ); |
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return o; |
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}
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