You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
91 lines
2.8 KiB
91 lines
2.8 KiB
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== |
|
// |
|
// Example vertex shader that can be applied to models |
|
// |
|
//================================================================================================== |
|
|
|
// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
|
// DYNAMIC: "DOWATERFOG" "0..1" |
|
// DYNAMIC: "SKINNING" "0..1" |
|
// DYNAMIC: "LIGHTING_PREVIEW" "0..1" |
|
// DYNAMIC: "NUM_LIGHTS" "0..4" |
|
|
|
#include "common_vs_fxc.h" |
|
|
|
static const bool g_bSkinning = SKINNING ? true : false; |
|
static const int g_FogType = DOWATERFOG; |
|
|
|
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Input vertex format |
|
//----------------------------------------------------------------------------- |
|
struct VS_INPUT |
|
{ |
|
// This is all of the stuff that we ever use. |
|
float4 vPos : POSITION; |
|
float4 vBoneWeights : BLENDWEIGHT; |
|
float4 vBoneIndices : BLENDINDICES; |
|
float4 vNormal : NORMAL; |
|
float2 vTexCoord0 : TEXCOORD0; |
|
}; |
|
|
|
struct VS_OUTPUT |
|
{ |
|
// Stuff that isn't seen by the pixel shader |
|
float4 projPosSetup : POSITION; |
|
float fog : FOG; |
|
// Stuff that is seen by the pixel shader |
|
float2 baseTexCoord : TEXCOORD0; |
|
float4 lightAtten : TEXCOORD1; |
|
float3 worldNormal : TEXCOORD2; |
|
float3 worldPos : TEXCOORD3; |
|
float3 projPos : TEXCOORD4; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Main shader entry point |
|
//----------------------------------------------------------------------------- |
|
VS_OUTPUT main( const VS_INPUT v ) |
|
{ |
|
VS_OUTPUT o = ( VS_OUTPUT )0; |
|
|
|
float3 vNormal; |
|
DecompressVertex_Normal( v.vNormal, vNormal ); |
|
|
|
float3 worldNormal, worldPos; |
|
SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal ); |
|
|
|
// Transform into projection space |
|
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
|
o.projPosSetup = vProjPos; |
|
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); |
|
|
|
o.projPos = vProjPos.xyz; |
|
o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType ); |
|
|
|
// Needed for water fog alpha and diffuse lighting |
|
o.worldPos = worldPos; |
|
o.worldNormal = normalize( worldNormal ); |
|
|
|
// Scalar attenuations for four lights |
|
o.lightAtten.xyz = float4(0,0,0,0); |
|
#if ( NUM_LIGHTS > 0 ) |
|
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); |
|
#endif |
|
#if ( NUM_LIGHTS > 1 ) |
|
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); |
|
#endif |
|
#if ( NUM_LIGHTS > 2 ) |
|
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); |
|
#endif |
|
#if ( NUM_LIGHTS > 3 ) |
|
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false ); |
|
#endif |
|
|
|
// Base texture coordinate transform |
|
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
|
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
|
|
|
return o; |
|
}
|
|
|