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122 lines
3.6 KiB
122 lines
3.6 KiB
//====== Copyright © 1996-2007, 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: "NORMALMAP" "0..1" |
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// STATIC: "WORLDVERTEXTRANSITION" "0..1" |
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// STATIC: "VERTEXCOLOR" "0..1" |
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// DYNAMIC: "DOWATERFOG" "0..1" |
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#include "common_vs_fxc.h" |
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const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 ); |
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const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 ); |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 ); |
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const float4 cNormalMapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 ); |
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static const int g_FogType = DOWATERFOG; |
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struct VS_INPUT |
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{ |
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// If this is float4, and the input is float3, the w component default to one. |
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float4 vPos : POSITION; |
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float3 vNormal : NORMAL; |
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float2 vBaseTexCoord : TEXCOORD0; |
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#if NORMALMAP |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL; |
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#endif |
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float4 vColor : COLOR0; |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 projPos : POSITION; |
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#if !defined( _X360 ) |
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float fog : FOG; |
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#endif |
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float4 spotTexCoord : TEXCOORD0; |
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float2 baseTexCoord : TEXCOORD1; |
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#if NORMALMAP |
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float3 tangentPosToLightVector : TEXCOORD2; |
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float2 normalMapTexCoord : TEXCOORD3; |
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#else |
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float3 worldPosToLightVector : TEXCOORD2; |
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float3 normal : TEXCOORD3; |
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#endif |
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float4 vertAtten : COLOR0; |
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}; |
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float RemapValClamped( float val, float A, float B ) |
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{ |
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float cVal = (val - A) / (B - A); |
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cVal = saturate( cVal ); |
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return cVal; |
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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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float4 projPos; |
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float3 worldPos; |
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float3 worldNormal; |
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float3 eyeVector; |
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projPos = mul( v.vPos, cModelViewProj ); |
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o.projPos = projPos; |
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worldPos = mul( v.vPos, cModel[0] ); |
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worldNormal = mul( v.vNormal, ( float3x3 )cModel[0] ); |
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#if NORMALMAP |
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float3 worldTangentS = mul( v.vTangentS, cModel[0] ); |
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float3 worldTangentT = mul( v.vTangentT, cModel[0] ); |
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#endif |
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#if !defined( _X360 ) |
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o.fog = CalcFog( worldPos, projPos, g_FogType ); |
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#endif |
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o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w; |
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o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w; |
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float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); |
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o.spotTexCoord = spotTexCoord.xyzw; |
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float3 worldPosToLightVector = g_FlashlightPos - worldPos; |
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#if NORMALMAP |
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o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[0] ) + cNormalMapTexCoordTransform[0].w; |
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o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapTexCoordTransform[1] ) + cNormalMapTexCoordTransform[1].w; |
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o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS ); |
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o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT ); |
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o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal ); |
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#else |
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o.worldPosToLightVector = worldPosToLightVector; |
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o.normal = worldNormal; |
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#endif |
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float3 delta = worldPosToLightVector; |
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float distSquared = dot( delta, delta ); |
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float dist = sqrt( distSquared ); |
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float farZ = g_FlashlightAttenuationFactors.w; |
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float endFalloffFactor = RemapValClamped( dist, farZ, 0.6 * farZ ); |
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o.vertAtten.xyz = saturate( endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); |
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#if WORLDVERTEXTRANSITION |
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o.vertAtten.w = 1 - v.vColor.w; |
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#else |
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#if VERTEXCOLOR |
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o.vertAtten.w = v.vColor.w; |
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#else |
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o.vertAtten.w = 1.0f; |
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#endif |
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#endif |
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return o; |
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}
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