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185 lines
4.8 KiB
185 lines
4.8 KiB
// STATIC: "EFFECT" "0..3" |
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// STATIC: "VERTEXCOLOR" "0..1" |
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// STATIC: "HALFLAMBERT" "0..1" |
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// STATIC: "VERTEX_LIT" "0..1" |
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// STATIC: "FULLBRIGHT" "0..1" |
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] |
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// STATIC: "BASETEXTURE2" "0..1" |
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// STATIC: "STRIPES" "0..1" |
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// STATIC: "STRIPES_USE_NORMAL2" "0..1" |
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// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1" |
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// DYNAMIC: "STATIC_LIGHT" "0..1" |
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] |
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// SKIP: ( STRIPES == 0 ) && ( STRIPES_USE_NORMAL2 == 1 ) |
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// SKIP: ( EFFECT == 2 || EFFECT == 3 ) && ( VERTEXCOLOR == 1 || HALFLAMBERT == 1 || VERTEX_LIT == 1 || FULLBRIGHT == 1 || USE_STATIC_CONTROL_FLOW == 1 || BASETEXTURE2 == 1 || STRIPES == 1 || STRIPES_USE_NORMAL2 == 1 ) |
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// SKIP: ( EFFECT == 2 || EFFECT == 3 ) && ( SKINNING == 1 || DYNAMIC_LIGHT == 1 || STATIC_LIGHT == 1 || NUM_LIGHTS != 0 ) |
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// SKIP: ( FULLBRIGHT == 1 ) && ( VERTEX_LIT == 0 || DYNAMIC_LIGHT == 1 || STATIC_LIGHT == 1 || NUM_LIGHTS != 0 ) |
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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 bool g_bHalfLambert = HALFLAMBERT ? true : false; |
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const float4 g_vPyroParms1 : register( SHADER_SPECIFIC_CONST_0 ); |
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#define g_vStripeScale g_vPyroParms1.xyz |
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#define g_flUnused1 g_vPyroParms1.w |
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#if EFFECT == 0 || EFFECT == 1 |
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const float4 g_vPyroParms2 : register( SHADER_SPECIFIC_CONST_1 ); |
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#define g_vCanvasScale g_vPyroParms2.xyz |
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#define g_flUnused2 g_vPyroParms2.w |
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#endif |
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const float4 cBlendMaskTexCoordTransform[ 2 ] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest! |
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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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#if ( VERTEX_LIT == 1 ) |
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float4 vNormal : NORMAL; |
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#endif |
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float2 vBaseTexCoord : TEXCOORD0; |
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float2 vLightmapTexCoord : TEXCOORD1; |
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float2 vLightmapTexCoordOffset : TEXCOORD2; |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL; |
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float4 vColor : COLOR0; |
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float3 vSpecular : COLOR1; |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 vProjPos : POSITION; |
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#if EFFECT == 0 || EFFECT == 1 |
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float4 vBaseAndSeamlessTexCoord : TEXCOORD0; |
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#if ( STRIPES == 1 ) |
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float2 vStripeSeamlessTexCoord : TEXCOORD1; |
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#endif |
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#if ( VERTEX_LIT == 0 ) |
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float2 vLightmapBlendTexCoord : TEXCOORD2; |
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#endif |
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#if BASETEXTURE2 == 1 |
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float3 vBlendFactor : TEXCOORD3; |
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#endif |
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float4 worldPos_projPosZ : TEXCOORD4; |
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float3 vWorldNormal : TEXCOORD5; |
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float4 vVertexColor : COLOR; |
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#else |
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float2 vBaseTexCoord : TEXCOORD0; |
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#endif |
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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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#if EFFECT == 0 || EFFECT == 1 |
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float4 vObjPosition = v.vPos; |
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#if ( VERTEX_LIT == 1 ) |
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float3 vObjNormal; |
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DecompressVertex_Normal( v.vNormal, vObjNormal ); |
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#else |
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float3 vObjNormal = float3( 0.0, 0.0, 1.0 ); |
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#endif |
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float3 vWorldNormal, vWorldPos; |
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SkinPositionAndNormal( g_bSkinning, vObjPosition, vObjNormal, v.vBoneWeights, v.vBoneIndices, vWorldPos, vWorldNormal ); |
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float4 vProjPos = mul( float4( vWorldPos, 1 ), cViewProj ); |
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o.vProjPos = vProjPos; |
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vProjPos.z = dot( float4( vWorldPos, 1 ), cViewProjZ ); |
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o.worldPos_projPosZ = float4( vWorldPos, vProjPos.z ); |
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#if 0 |
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if ( !g_bSkinning ) |
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{ |
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vWorldNormal = vObjNormal; |
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} |
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#endif |
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vWorldNormal = normalize( vWorldNormal ); |
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o.vWorldNormal = vWorldNormal; |
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o.vBaseAndSeamlessTexCoord.xy = v.vBaseTexCoord; |
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float flZFactor = vWorldPos.z * g_vCanvasScale.z; |
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o.vBaseAndSeamlessTexCoord.zw = float2( vWorldPos.x + flZFactor, vWorldPos.y - flZFactor ) * g_vCanvasScale.xy; |
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#if ( STRIPES == 1 ) |
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float3 vWorldStripeCoord = vWorldPos * g_vStripeScale; |
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o.vStripeSeamlessTexCoord.xy = vWorldStripeCoord.yz + vWorldStripeCoord.xz + vWorldStripeCoord.xy; |
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#endif |
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#if VERTEX_LIT == 0 |
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o.vLightmapBlendTexCoord.xy = v.vLightmapTexCoord; |
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#endif |
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#if BASETEXTURE2 == 1 |
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o.vBlendFactor.x = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[ 0 ] ) + cBlendMaskTexCoordTransform[ 0 ].w; |
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o.vBlendFactor.y = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[ 1 ] ) + cBlendMaskTexCoordTransform[ 1 ].w; |
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o.vBlendFactor.z = v.vColor.a; |
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#endif |
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#if VERTEXCOLOR == 1 |
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o.vVertexColor = v.vColor; |
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#elif VERTEX_LIT == 1 && FULLBRIGHT == 0 |
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false; |
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bool bStaticLight = STATIC_LIGHT ? true : false; |
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#if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) ) |
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{ |
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o.vVertexColor.xyz = DoLighting( vWorldPos, vWorldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert ); |
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} |
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#else |
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{ |
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o.vVertexColor.xyz = DoLightingUnrolled( vWorldPos, vWorldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); |
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} |
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#endif |
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o.vVertexColor.a = 1.0f; |
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#else |
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o.vVertexColor = 1.0f; |
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#endif |
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#else |
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o.vProjPos = v.vPos; |
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o.vBaseTexCoord = v.vBaseTexCoord; |
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#endif |
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return o; |
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}
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