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155 lines
6.7 KiB
155 lines
6.7 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// |
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// STATIC: "HALFLAMBERT" "0..1" |
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] |
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// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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// DYNAMIC: "DOWATERFOG" "0..1" |
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1" |
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// DYNAMIC: "STATIC_LIGHT" "0..1" |
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] |
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo |
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20] |
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// Includes |
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#include "common_vs_fxc.h" |
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// Globals |
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static const int g_iFogType = DOWATERFOG; |
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false; |
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static const bool g_bSkinning = SKINNING ? true : false; |
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const float4 g_vConst0 : register( SHADER_SPECIFIC_CONST_0 ); |
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#define g_flTime g_vConst0.x |
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#define g_flNoiseUvScroll g_vConst0.y |
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#define g_flBorderNoiseScale g_vConst0.z |
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#define g_flDebugForceFleshOn g_vConst0.w |
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const float4 g_vEffectCenterOoRadius1 : register( SHADER_SPECIFIC_CONST_1 ); //= { -295.0f, -5.0f, 40.0f, 1.0f/20.0f }; |
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const float4 g_vEffectCenterOoRadius2 : register( SHADER_SPECIFIC_CONST_2 ); //= { -295.0f, 15.0f, 40.0f, 1.0f/10.0f }; |
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const float4 g_vEffectCenterOoRadius3 : register( SHADER_SPECIFIC_CONST_3 ); //= { -295.0f, 35.0f, 40.0f, 1.0f/10.0f }; |
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const float4 g_vEffectCenterOoRadius4 : register( SHADER_SPECIFIC_CONST_4 ); //= { -295.0f, 55.0f, 40.0f, 1.0f/10.0f }; |
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// Structs |
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struct VS_INPUT |
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{ |
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float4 vPos : POSITION; // Position |
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float4 vNormal : NORMAL; // Normal |
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights |
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float4 vBoneIndices : BLENDINDICES; // Skin indices |
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates |
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float3 vPosFlex : POSITION1; // Delta positions for flexing |
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float4 vTangent : TANGENT; |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 vProjPosition : POSITION; // Projection-space position |
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float2 vTexCoord0 : TEXCOORD0; |
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float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1; |
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float4 vNoiseTexCoord : TEXCOORD2; |
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float3 vTangentViewVector : TEXCOORD3; |
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float3 cVertexLight : TEXCOORD4; |
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float3x3 mTangentSpaceTranspose : TEXCOORD5; |
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// second row : TEXCOORD6; |
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// third row : TEXCOORD7; |
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}; |
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// Main |
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VS_OUTPUT main( const VS_INPUT i ) |
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{ |
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VS_OUTPUT o; |
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// Flexes coming in from a separate stream (contribution masked by cFlexScale.x) |
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float4 vObjPosition = i.vPos; |
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vObjPosition.xyz += i.vPosFlex.xyz * cFlexScale.x; |
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float3 vObjNormal; |
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float4 vObjTangent; |
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DecompressVertex_NormalTangent( i.vNormal, i.vTangent, vObjNormal, vObjTangent ); |
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// Transform the position |
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; |
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float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; |
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float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; |
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float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; |
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SkinPositionNormalAndTangentSpace( g_bSkinning, vObjPosition, vObjNormal, vObjTangent, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); |
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// Transform into projection space |
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); |
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o.vProjPosition = vProjPosition; |
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// Pass through tex coords |
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o.vTexCoord0.xy = i.vTexCoord0.xy; |
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// Store the closest effect intensity |
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o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance |
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius1.xyz ) * g_vEffectCenterOoRadius1.w ); |
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius2.xyz ) * g_vEffectCenterOoRadius2.w ); |
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius3.xyz ) * g_vEffectCenterOoRadius3.w ); |
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - g_vEffectCenterOoRadius4.xyz ) * g_vEffectCenterOoRadius4.w ); |
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/* |
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// Test values for development in Alyx_interior map |
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o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance |
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float3 vTestPosition = { -295.0f, -5.0f, 40.0f }; |
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float flMinY = -5.0f; |
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float flMaxY = 66.0f; |
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vTestPosition.y = lerp( flMinY, flMaxY, ( abs( frac( g_flTime / 20.0f ) * 2.0 - 1.0 ) ) ); |
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//vTestPosition.y = lerp( flMinY, flMaxY, 0.65f ); |
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//1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x * 4.0f - 3.0f ) |
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//o.flDistanceToEffectCenter_flFresnelEffect.x = 9999.0f; // A very large distance |
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const float g_flInteriorRadius = 20.0f; |
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if ( g_flInteriorRadius ) |
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{ |
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius ); |
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} |
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const float g_flInteriorRadius2 = 14.0f; |
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if ( g_flInteriorRadius2 ) |
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{ |
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vTestPosition.y = lerp( flMinY, flMaxY, 0.65f ); |
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//vTestPosition.z = lerp( 37, 45, ( abs( frac( g_flTime / 4.0f ) * 2.0 - 1.0 ) ) ); |
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o.flDistanceToEffectCenter_flFresnelEffect.x = min( o.flDistanceToEffectCenter_flFresnelEffect.x, length( vWorldPosition.xyz - vTestPosition.xyz ) / g_flInteriorRadius2 ); |
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} |
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//*/ |
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if ( g_flDebugForceFleshOn ) |
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{ |
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o.flDistanceToEffectCenter_flFresnelEffect.x = 0.0f; |
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} |
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// Fresnel mask |
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float3 vWorldViewVector = normalize( vWorldPosition.xyz - cEyePos.xyz ); |
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o.flDistanceToEffectCenter_flFresnelEffect.y = pow( saturate( dot( -vWorldViewVector.xyz, vWorldNormal.xyz ) ), 1.5f ); |
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// Noise UV |
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o.vNoiseTexCoord.xy = o.vTexCoord0.xy * g_flBorderNoiseScale + g_flNoiseUvScroll; |
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o.vNoiseTexCoord.zw = o.vTexCoord0.xy * g_flBorderNoiseScale - g_flNoiseUvScroll; // Will fetch as wz to avoid matching layers |
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// Tangent view vector |
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o.vTangentViewVector.xyz = Vec3WorldToTangentNormalized( vWorldViewVector.xyz, vWorldNormal.xyz, vWorldTangent.xyz, vWorldBinormal.xyz ); |
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// Compute vertex lighting |
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false; |
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bool bStaticLight = STATIC_LIGHT ? true : false; |
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#if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) |
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o.cVertexLight.rgb = DoLighting( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert ); |
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#else |
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o.cVertexLight.rgb = DoLightingUnrolled( vWorldPosition, vWorldNormal, float3(0.0f, 0.0f, 0.0f), bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS ); |
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#endif |
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// Tangent space transform |
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o.mTangentSpaceTranspose[0] = float3( vWorldTangent.x, vWorldBinormal.x, vWorldNormal.x ); |
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o.mTangentSpaceTranspose[1] = float3( vWorldTangent.y, vWorldBinormal.y, vWorldNormal.y ); |
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o.mTangentSpaceTranspose[2] = float3( vWorldTangent.z, vWorldBinormal.z, vWorldNormal.z ); |
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return o; |
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}
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