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103 lines
3.3 KiB
103 lines
3.3 KiB
// DYNAMIC: "FOGTYPE" "0..1" |
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#include "common_vs_fxc.h" |
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static const int g_FogType = FOGTYPE; |
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const float4 cCustomConstants[6] : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 g_vLightPosition : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 g_vLightColor : register( SHADER_SPECIFIC_CONST_1 ); // range 0-1 |
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const float g_flLightIntensity : register( SHADER_SPECIFIC_CONST_2 ); // scales g_vLightColor |
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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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float2 vBumpTexCoord : TEXCOORD0; |
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float4 vAmbientColor : 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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float2 vBumpTexCoord : TEXCOORD0; |
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float3 vTangentSpaceLightDir : TEXCOORD1; |
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float3 vAmbientColor : TEXCOORD2; |
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float4 vDirLightScale : COLOR0; |
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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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// Transform the input position. |
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float4 projPos = mul( v.vPos, cModelViewProj ); |
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o.projPos = projPos; |
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#if !defined( _X360 ) |
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// Setup fog. |
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o.fog = CalcFog( mul( v.vPos, cModel[0] ), projPos, g_FogType ); |
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#endif |
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// Copy texcoords over. |
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o.vBumpTexCoord = v.vBumpTexCoord; |
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// Copy the vertex color over. |
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o.vAmbientColor = v.vAmbientColor; |
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// ------------------------------------------------------------------------------ |
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// Generate a tangent space and rotate L. |
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// This can be thought of as rotating the normal map to face the viewer. |
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// |
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// This is useful when a particle is way off to the side of the screen. |
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// You should be looking at the half-sphere with a normal pointing from the |
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// particle to the viewer. Instead, you're looking at the half-sphere with |
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// a normal along Z. This tangent space builder code fixes the problem. |
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// |
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// Note that since the model and view matrices are identity, the coordinate |
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// system has X=right, Y=up, and Z=behind you (negative Z goes into the screen). |
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// ------------------------------------------------------------------------------ |
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// This basis wants Z positive going into the screen so flip it here. |
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float4 vForward = normalize( float4( v.vPos.x, v.vPos.y, -v.vPos.z, 1 ) ); |
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// This is the same as CrossProduct( vForward, Vector( 1, 0, 0 ) ) |
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float4 vUp = normalize( float4( 0, vForward.z, -vForward.y, vForward.w ) ); |
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// vRight = CrossProduct( vUp, vForward ) |
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float4 vRight = vUp.yzxw * vForward.zxyw; |
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vRight += -vUp.zxyw * vForward.yzxw; |
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// Put the light in tangent space. |
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float4 vToLight = g_vLightPosition - v.vPos; |
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float4 vTangentSpaceLight = vRight*vToLight.x + vUp*vToLight.y + vForward*vToLight.z; |
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// Output texcoord 1 holds the normalized transformed light direction. |
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o.vTangentSpaceLightDir = normalize( vTangentSpaceLight ) * 0.5 + 0.5; // make it 0-1 for the pixel shader |
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// Handle oversaturation here. The shader code already scaled the light color so its max value is 1, |
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// so if our intensity/distance scale is > 1, then all we need to do is use the light color. |
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float flTransposedLenSqr = dot( vTangentSpaceLight, vTangentSpaceLight ); |
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float flScaledIntensity = g_flLightIntensity / flTransposedLenSqr; |
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if ( flScaledIntensity > 1 ) |
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{ |
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o.vDirLightScale.xyz = g_vLightColor; |
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} |
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else |
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{ |
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o.vDirLightScale.xyz = g_vLightColor * flScaledIntensity; |
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} |
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// Alpha comes right from the vertex color. |
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o.vDirLightScale.a = v.vAmbientColor.a; |
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return o; |
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} |
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