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254 lines
7.7 KiB
254 lines
7.7 KiB
// STATIC: "ENVMAP_MASK" "0..1" |
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// STATIC: "TANGENTSPACE" "0..1" |
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// STATIC: "BUMPMAP" "0..1" |
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// STATIC: "DIFFUSEBUMPMAP" "0..1" |
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// STATIC: "VERTEXCOLOR" "0..1" |
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// STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1" |
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// STATIC: "RELIEF_MAPPING" "0..0" |
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// STATIC: "SEAMLESS" "0..1" |
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// STATIC: "BUMPMASK" "0..1" |
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// STATIC: "FLASHLIGHT" "0..1" [XBOX] |
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// DYNAMIC: "FASTPATH" "0..1" |
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// DYNAMIC: "DOWATERFOG" "0..1" |
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// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC] |
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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] |
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// This should not be a combo since I'm a moron with the tangent space and the flashlight. |
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// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP |
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// SKIP: $SEAMLESS && $RELIEF_MAPPING |
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// SKIP: $BUMPMASK && $RELIEF_MAPPING |
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// SKIP: $BUMPMASK && $SEAMLESS |
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#include "common_vs_fxc.h" |
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static const int g_FogType = DOWATERFOG; |
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static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK; |
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static const bool g_bTangentSpace = TANGENTSPACE; |
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static const bool g_bBumpmap = BUMPMAP; |
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static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP; |
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static const bool g_bVertexColor = VERTEXCOLOR; |
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static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR; |
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static const bool g_BumpMask = BUMPMASK; |
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#if SEAMLESS |
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const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 ); |
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#define SEAMLESS_SCALE (SeamlessScale.x) |
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#else |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 cDetailOrBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 ); |
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#endif |
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// This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset. |
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const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); |
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); |
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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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float3 vPos : POSITION; |
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float4 vNormal : NORMAL; |
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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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}; |
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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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#if SEAMLESS |
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float3 SeamlessTexCoord : TEXCOORD0; // x y z |
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask |
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#else |
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float2 baseTexCoord : TEXCOORD0; |
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// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords. |
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#if RELIEF_MAPPING |
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float3 TangentSpaceViewRay : TEXCOORD1; |
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#else |
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; |
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#endif |
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#endif |
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float4 lightmapTexCoord1And2 : TEXCOORD2; |
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float4 lightmapTexCoord3 : TEXCOORD3; // and basetexcoord*mask_scale |
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float4 worldPos_projPosZ : TEXCOORD4; |
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#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 ) |
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float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7 |
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#endif |
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float4 vertexColor : COLOR; // in seamless, r g b = blend weights |
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float4 vertexBlendX_fogFactorW : COLOR1; |
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// Extra iterators on 360, used in flashlight combo |
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#if defined( _X360 ) |
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#if FLASHLIGHT |
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float4 flashlightSpacePos : TEXCOORD8; |
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float4 vProjPos : TEXCOORD9; |
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#endif |
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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 = ( VS_OUTPUT )0; |
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float3 vObjNormal; |
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DecompressVertex_Normal( v.vNormal, vObjNormal ); |
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float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] ); |
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float4 vProjPos = mul( float4( v.vPos, 1 ), cModelViewProj ); |
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o.projPos = vProjPos; |
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vProjPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ ); |
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o.worldPos_projPosZ = float4( worldPos, vProjPos.z ); |
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float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); |
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#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 ) |
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float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] ); |
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float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] ); |
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#if SEAMLESS && BUMPMAP && defined( _X360 ) |
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float3 n = normalize( worldNormal ); |
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float3 n2 = n * n; // sums to 1. |
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o.tangentSpaceTranspose[0] = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) ); |
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o.tangentSpaceTranspose[1] = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) ); |
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o.tangentSpaceTranspose[2] = worldNormal; |
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#else |
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o.tangentSpaceTranspose[0] = worldTangentS; |
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o.tangentSpaceTranspose[1] = worldTangentT; |
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o.tangentSpaceTranspose[2] = worldNormal; |
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#endif |
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#endif |
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float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos); |
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#if SEAMLESS |
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{ |
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// we need to fill in the texture coordinate projections |
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o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos; |
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} |
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#else |
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{ |
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if (FASTPATH) |
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{ |
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o.baseTexCoord.xy = v.vBaseTexCoord; |
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} |
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else |
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{ |
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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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} |
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#if ( RELIEF_MAPPING == 0 ) |
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{ |
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// calculate detailorbumptexcoord |
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if ( FASTPATH ) |
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o.detailOrBumpAndEnvmapMaskTexCoord.xy = v.vBaseTexCoord.xy; |
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else |
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{ |
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o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[0] ) + cDetailOrBumpTexCoordTransform[0].w; |
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o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[1] ) + cDetailOrBumpTexCoordTransform[1].w; |
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} |
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} |
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#endif |
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} |
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#endif |
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if ( FASTPATH ) |
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{ |
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o.lightmapTexCoord3.zw = v.vBaseTexCoord; |
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} |
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else |
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{ |
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o.lightmapTexCoord3.z = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[0] ) + cBlendMaskTexCoordTransform[0].w; |
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o.lightmapTexCoord3.w = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[1] ) + cBlendMaskTexCoordTransform[1].w; |
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} |
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// compute lightmap coordinates |
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if( g_bBumpmap && g_bBumpmapDiffuseLighting ) |
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{ |
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset; |
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset; |
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset; |
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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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} |
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else |
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{ |
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord; |
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} |
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#if ( RELIEF_MAPPING == 0) |
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if( g_UseSeparateEnvmapMask || g_BumpMask ) |
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{ |
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// reversed component order |
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# if FASTPATH |
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o.detailOrBumpAndEnvmapMaskTexCoord.wz = v.vBaseTexCoord.xy; |
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# else |
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o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[0] ) + cEnvmapMaskTexCoordTransform[0].w; |
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o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[1] ) + cEnvmapMaskTexCoordTransform[1].w; |
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# endif |
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} |
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#endif |
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o.vertexBlendX_fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); |
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#if !defined( _X360 ) |
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o.fog = o.vertexBlendX_fogFactorW; |
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#endif |
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if (!g_bVertexColor) |
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{ |
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o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a ); |
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} |
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else |
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{ |
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#if FASTPATH |
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o.vertexColor = v.vColor; |
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#else |
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if ( g_bVertexAlphaTexBlendFactor ) |
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{ |
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o.vertexColor.rgb = v.vColor.rgb; |
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o.vertexColor.a = cModulationColor.a; |
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} |
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else |
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{ |
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o.vertexColor = v.vColor; |
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o.vertexColor.a *= cModulationColor.a; |
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} |
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#endif |
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} |
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#if SEAMLESS |
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// compute belnd weights in rgb |
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float3 vNormal=normalize( worldNormal ); |
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o.vertexColor.xyz = vNormal * vNormal; // sums to 1. |
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#endif |
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// On 360, we have extra iterators and can fold the flashlight into this shader |
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#if defined( _X360 ) |
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#if FLASHLIGHT |
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o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); |
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o.vProjPos = vProjPos; |
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#endif |
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#endif |
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if ( g_bVertexAlphaTexBlendFactor ) |
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{ |
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o.vertexBlendX_fogFactorW.r = v.vColor.a; |
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} |
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return o; |
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}
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