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116 lines
4.4 KiB
116 lines
4.4 KiB
//================================================================================================== |
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// |
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// Physically Based Rendering vertex shader for brushes and models |
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// |
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//================================================================================================== |
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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: "LIGHTING_PREVIEW" "0..1" |
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// DYNAMIC: "NUM_LIGHTS" "0..4" |
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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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const float4 cBaseTexCoordTransform[2] : register(SHADER_SPECIFIC_CONST_0); |
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//----------------------------------------------------------------------------- |
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// Input vertex format |
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//----------------------------------------------------------------------------- |
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struct VS_INPUT |
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{ |
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// This is all of the stuff that we ever use |
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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 vTangent : TANGENT; |
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float2 vTexCoord0 : TEXCOORD0; |
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float4 vLightmapTexCoord : TEXCOORD1; |
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float4 vLightmapTexCoordOffset : TEXCOORD2; |
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}; |
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struct VS_OUTPUT |
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{ |
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// Stuff that isn't seen by the pixel shader |
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float4 projPosSetup : POSITION; |
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float fog : FOG; |
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// Stuff that is seen by the pixel shader |
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float2 baseTexCoord : TEXCOORD0; |
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float4 lightAtten : TEXCOORD1; |
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float3 worldNormal : TEXCOORD2; |
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float3 worldTangent : TEXCOORD3; |
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float3 worldPos : TEXCOORD4; |
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float3 projPos : TEXCOORD5; |
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float4 lightmapTexCoord1And2 : TEXCOORD6; |
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float4 lightmapTexCoord3 : TEXCOORD7; |
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}; |
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//----------------------------------------------------------------------------- |
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// Main shader entry point |
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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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o.lightmapTexCoord3.z = dot(v.vTexCoord0, cBaseTexCoordTransform[0].xy) + cBaseTexCoordTransform[0].w; |
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o.lightmapTexCoord3.w = dot(v.vTexCoord0, cBaseTexCoordTransform[1].xy) + cBaseTexCoordTransform[1].w; |
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; |
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset.xy; |
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset.xy; |
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// Reversed component order |
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x; |
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y; |
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o.lightmapTexCoord3.xy = lightmapTexCoord3; |
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// Get normal and tangent and stuff |
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float3 vNormal; float4 vTangent; |
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DecompressVertex_NormalTangent(v.vNormal, v.vTangent, vNormal, vTangent); |
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float3 worldNormal, worldPos, worldTangentS, worldTangentT; |
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SkinPositionNormalAndTangentSpace(g_bSkinning, v.vPos, vNormal, vTangent, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal, worldTangentS, worldTangentT); |
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// Transform into projection space |
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float4 vProjPos = mul(float4(worldPos, 1), cViewProj); |
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o.projPosSetup = vProjPos; |
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vProjPos.z = dot(float4(worldPos, 1), cViewProjZ); |
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o.projPos = vProjPos.xyz; |
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o.fog = CalcFog(worldPos, vProjPos.xyz, g_FogType); |
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// Needed for water fog alpha and diffuse lighting |
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o.worldPos = worldPos; |
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o.worldNormal = normalize(worldNormal); |
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//o.worldTangent = float4(worldTangentS.xyz, vTangent.w); |
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o.worldTangent = normalize(worldTangentS); |
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// Scalar attenuations for four lights |
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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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// Base texture coordinate transform |
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o.baseTexCoord.x = dot(v.vTexCoord0, cBaseTexCoordTransform[0].xy); |
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o.baseTexCoord.y = dot(v.vTexCoord0, cBaseTexCoordTransform[1].xy); |
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return o; |
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}
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