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174 lines
6.1 KiB
174 lines
6.1 KiB
//======= Copyright (c) 1996-2007, 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: "DOWATERFOG" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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// DYNAMIC: "MORPHING" "0..1" [vs30] |
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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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// SKIP: $DOWATERFOG |
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#include "vortwarp_vs20_helper.h" |
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static const bool g_bSkinning = SKINNING ? true : false; |
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static const int g_FogType = DOWATERFOG; |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4 const4 : register( SHADER_SPECIFIC_CONST_4 ); |
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#define g_Time const4.w |
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#define modelOrigin const4.xyz |
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#ifdef SHADER_MODEL_VS_3_0 |
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// NOTE: cMorphTargetTextureDim.xy = target dimensions, |
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// cMorphTargetTextureDim.z = 4tuples/morph |
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 ); |
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 ); |
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 ); |
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#endif |
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//----------------------------------------------------------------------------- |
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// Input vertex format |
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//----------------------------------------------------------------------------- |
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struct VS_INPUT |
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{ |
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// This is all of the stuff that we ever use. |
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float4 vPos : POSITION; |
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float4 vBoneWeights : BLENDWEIGHT; |
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float4 vBoneIndices : BLENDINDICES; |
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float4 vNormal : NORMAL; |
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float4 vColor : COLOR0; |
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float3 vSpecular : COLOR1; |
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// make these float2's and stick the [n n 0 1] in the dot math. |
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float4 vTexCoord0 : TEXCOORD0; |
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float4 vTexCoord1 : TEXCOORD1; |
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float4 vTexCoord2 : TEXCOORD2; |
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float4 vTexCoord3 : TEXCOORD3; |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL; |
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float4 vUserData : TANGENT; |
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// Position and normal/tangent deltas |
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float3 vPosFlex : POSITION1; |
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float3 vNormalFlex : NORMAL1; |
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#ifdef SHADER_MODEL_VS_3_0 |
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float vVertexID : POSITION2; |
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#endif |
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}; |
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//----------------------------------------------------------------------------- |
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// Output vertex format |
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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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HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0; |
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// bump mapping and a separate envmap mask texture are mutually exclusive. |
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float4 lightAtten : TEXCOORD1; |
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float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2; |
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float3x3 tangentSpaceTranspose : TEXCOORD3; |
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// second row : TEXCOORD4; |
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// third row : TEXCOORD5; |
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float4 worldPos_projPosZ : TEXCOORD6; |
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float4 fogFactorW : COLOR1; |
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}; |
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//----------------------------------------------------------------------------- |
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// Main shader entry point |
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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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float4 vPosition = v.vPos; |
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float3 vNormal; |
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float4 vTangent; |
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DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent ); |
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING |
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal, vTangent.xyz ); |
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#else |
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, v.vVertexID, float3( 0, 0, 0 ), |
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vPosition.xyz, vNormal, vTangent.xyz ); |
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#endif |
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// Perform skinning |
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float3 worldNormal, worldPos, worldTangentS, worldTangentT; |
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SkinPositionNormalAndTangentSpace( |
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g_bSkinning, |
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vPosition, vNormal, vTangent, |
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v.vBoneWeights, v.vBoneIndices, |
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worldPos, worldNormal, worldTangentS, worldTangentT ); |
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WorldSpaceVertexProcess( g_Time, modelOrigin, worldPos, worldNormal, worldTangentS, worldTangentT ); |
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// Always normalize since flex path is controlled by runtime |
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// constant not a shader combo and will always generate the normalization |
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worldNormal = normalize( worldNormal ); |
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worldTangentS = normalize( worldTangentS ); |
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worldTangentT = normalize( worldTangentT ); |
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// Transform into projection space |
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.projPos = projPos; |
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projPos.z = mul( float4( worldPos, 1 ), cViewProjZ ); |
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o.fogFactorW = CalcFog( worldPos, projPos, g_FogType ); |
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#if !defined( _X360 ) |
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o.fog = o.fogFactorW; |
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#endif |
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// Needed for water fog alpha and diffuse lighting |
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// FIXME: we shouldn't have to compute this all the time. |
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o.worldPos_projPosZ = float4( worldPos, projPos.z ); |
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// Needed for cubemapping + parallax mapping |
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// FIXME: We shouldn't have to compute this all the time. |
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o.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos); |
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#if defined ( SHADER_MODEL_VS_2_0 ) && ( !USE_STATIC_CONTROL_FLOW ) |
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o.lightAtten = float4(0,0,0,0); |
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#if ( NUM_LIGHTS > 0 ) |
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false ); |
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#endif |
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#if ( NUM_LIGHTS > 1 ) |
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false ); |
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#endif |
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#if ( NUM_LIGHTS > 2 ) |
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false ); |
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#endif |
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#if ( NUM_LIGHTS > 3 ) |
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false ); |
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#endif |
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#else |
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// Scalar light attenuation |
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o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, true ); |
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o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, true ); |
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o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, true ); |
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o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, true ); |
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#endif |
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// Base texture coordinate transform |
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o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
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o.baseTexCoord2_tangentSpaceVertToEyeVectorXY.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
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// Tangent space transform |
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o.tangentSpaceTranspose[0] = float3( worldTangentS.x, worldTangentT.x, worldNormal.x ); |
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o.tangentSpaceTranspose[1] = float3( worldTangentS.y, worldTangentT.y, worldNormal.y ); |
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o.tangentSpaceTranspose[2] = float3( worldTangentS.z, worldTangentT.z, worldNormal.z ); |
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return o; |
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} |
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