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.
198 lines
6.9 KiB
198 lines
6.9 KiB
//======= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====== |
|
// STATIC: "HALFLAMBERT" "0..1" |
|
// STATIC: "USE_WITH_2B" "0..1" |
|
// STATIC: "DECAL" "0..1" [vs30] |
|
// STATIC: "FLASHLIGHT" "0..1" [XBOX] |
|
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] |
|
|
|
// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
|
// DYNAMIC: "DOWATERFOG" "0..1" |
|
// DYNAMIC: "SKINNING" "0..1" |
|
// DYNAMIC: "MORPHING" "0..1" [vs30] |
|
// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] |
|
|
|
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo |
|
// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20] |
|
|
|
#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 ); // 0 & 1 |
|
const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 ); // 4 & 5 |
|
const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9 |
|
|
|
#ifdef SHADER_MODEL_VS_3_0 |
|
// NOTE: cMorphTargetTextureDim.xy = target dimensions, |
|
// cMorphTargetTextureDim.z = 4tuples/morph |
|
const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 ); |
|
const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 ); |
|
|
|
sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); |
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// 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; |
|
float4 vColor : COLOR0; |
|
float3 vSpecular : COLOR1; |
|
// make these float2's and stick the [n n 0 1] in the dot math. |
|
float4 vTexCoord0 : TEXCOORD0; |
|
float4 vTexCoord1 : TEXCOORD1; |
|
float4 vTexCoord2 : TEXCOORD2; |
|
float4 vTexCoord3 : TEXCOORD3; |
|
float3 vTangentS : TANGENT; |
|
float3 vTangentT : BINORMAL; |
|
float4 vUserData : TANGENT; |
|
|
|
// Position and normal/tangent deltas |
|
float3 vPosFlex : POSITION1; |
|
float3 vNormalFlex : NORMAL1; |
|
#ifdef SHADER_MODEL_VS_3_0 |
|
float vVertexID : POSITION2; |
|
#endif |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Output vertex format |
|
//----------------------------------------------------------------------------- |
|
struct VS_OUTPUT |
|
{ |
|
// Stuff that isn't seen by the pixel shader |
|
float4 projPos : POSITION; |
|
#if !defined( _X360 ) |
|
float fog : FOG; |
|
#endif |
|
// Stuff that is seen by the pixel shader |
|
|
|
float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0; |
|
float3 lightAtten : TEXCOORD1; |
|
float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2; |
|
float3 vWorldNormal : TEXCOORD3; // World-space normal |
|
float4 vWorldTangent : TEXCOORD4; |
|
#if USE_WITH_2B |
|
float4 vProjPos : TEXCOORD5; |
|
#else |
|
float3 vWorldBinormal : TEXCOORD5; |
|
#endif |
|
float4 worldPos_projPosZ : TEXCOORD6; |
|
float3 detailTexCoord_atten3 : TEXCOORD7; |
|
float4 fogFactorW : COLOR1; |
|
|
|
#if defined( _X360 ) && FLASHLIGHT |
|
float4 flashlightSpacePos : TEXCOORD8; |
|
#endif |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Main shader entry point |
|
//----------------------------------------------------------------------------- |
|
VS_OUTPUT main( const VS_INPUT v ) |
|
{ |
|
VS_OUTPUT o = ( VS_OUTPUT )0; |
|
|
|
float4 vPosition = v.vPos; |
|
float3 vNormal; |
|
float4 vTangent; |
|
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent ); |
|
|
|
#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING |
|
ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz ); |
|
#else |
|
ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, |
|
v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal, vTangent.xyz ); |
|
#endif |
|
|
|
// Perform skinning |
|
float3 worldNormal, worldPos, worldTangentS, worldTangentT; |
|
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent, |
|
v.vBoneWeights, v.vBoneIndices, worldPos, |
|
worldNormal, worldTangentS, worldTangentT ); |
|
|
|
// Always normalize since flex path is controlled by runtime |
|
// constant not a shader combo and will always generate the normalization |
|
worldNormal = normalize( worldNormal ); |
|
worldTangentS = normalize( worldTangentS ); |
|
worldTangentT = normalize( worldTangentT ); |
|
|
|
#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL |
|
// Avoid z precision errors |
|
worldPos += worldNormal * 0.05f * v.vTexCoord2.z; |
|
#endif |
|
|
|
o.vWorldNormal.xyz = worldNormal.xyz; |
|
o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w |
|
|
|
// Transform into projection space |
|
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj ); |
|
o.projPos = vProjPos; |
|
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ ); |
|
|
|
#if USE_WITH_2B |
|
o.vProjPos = vProjPos; |
|
#else |
|
o.vWorldBinormal.xyz = worldTangentT.xyz; |
|
#endif |
|
|
|
o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType ); |
|
#if !defined( _X360 ) |
|
o.fog = o.fogFactorW; |
|
#endif |
|
|
|
// Needed for water fog alpha and diffuse lighting |
|
// FIXME: we shouldn't have to compute this all the time. |
|
o.worldPos_projPosZ = float4( worldPos, vProjPos.z ); |
|
|
|
// Needed for cubemapping + parallax mapping |
|
// FIXME: We shouldn't have to compute this all the time. |
|
//o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos); |
|
o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = normalize( cEyePos.xyz - worldPos.xyz ); |
|
|
|
#if defined( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW ) |
|
o.lightAtten.xyz = float3(0,0,0); |
|
o.detailTexCoord_atten3.z = 0.0f; |
|
#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.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, false ); |
|
#endif |
|
#else |
|
// Scalar light attenuation |
|
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true ); |
|
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true ); |
|
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true ); |
|
o.detailTexCoord_atten3.z = GetVertexAttenForLight( worldPos, 3, true ); |
|
#endif |
|
|
|
// Base texture coordinate transform |
|
o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
|
o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
|
|
|
// Detail texture coordinate transform |
|
o.detailTexCoord_atten3.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] ); |
|
o.detailTexCoord_atten3.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] ); |
|
|
|
#if defined( _X360 ) && FLASHLIGHT |
|
o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); |
|
#endif |
|
|
|
return o; |
|
}
|
|
|