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184 lines
5.9 KiB
184 lines
5.9 KiB
//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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// STATIC: "NORMALMAP" "0..1" |
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// STATIC: "WORLDVERTEXTRANSITION" "0..1" |
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// STATIC: "SEAMLESS" "0..1" |
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// STATIC: "DETAIL" "0..1" |
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// DYNAMIC: "DOWATERFOG" "0..1" |
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#include "common_vs_fxc.h" |
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const float3 g_FlashlightPos : register( SHADER_SPECIFIC_CONST_0 ); |
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_1 ); |
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const float4 g_FlashlightAttenuationFactors : register( SHADER_SPECIFIC_CONST_5 ); |
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#if SEAMLESS |
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const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_6 ); |
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#define SEAMLESS_SCALE (SeamlessScale.x) |
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#endif |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_6 ); |
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const float4 cNormalMapOrDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_8 ); |
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static const int g_FogType = DOWATERFOG; |
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struct VS_INPUT |
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{ |
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float3 vPos : POSITION; //This HAS to match lightmappedgeneric_vs20.fxc's position input. Otherwise depth fighting errors occur on the 360 |
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float4 vNormal : NORMAL; |
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float2 vBaseTexCoord : TEXCOORD0; |
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#if WORLDVERTEXTRANSITION |
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float2 vLightmapTexCoord : TEXCOORD1; |
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float4 vColor : COLOR0; |
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#endif |
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#if NORMALMAP |
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float3 vTangentS : TANGENT; |
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float3 vTangentT : BINORMAL; |
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#endif |
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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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float4 spotTexCoord : TEXCOORD0; |
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#if SEAMLESS |
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float3 SeamlessTexCoord : TEXCOORD1; |
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#else |
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float2 baseTexCoord : TEXCOORD1; |
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#endif |
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#if NORMALMAP |
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float3 tangentPosToLightVector : TEXCOORD2; |
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float2 normalMapTexCoord : TEXCOORD3; |
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#else |
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float3 worldPosToLightVector : TEXCOORD2; |
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float3 normal : TEXCOORD3; |
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#endif |
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float2 detailCoords : TEXCOORD4; |
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float4 worldPos_worldTransition : TEXCOORD5; |
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float3 vProjPos : TEXCOORD6; |
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float4 fogFactorW : TEXCOORD7; |
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}; |
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float RemapValClamped( float val, float A, float B, float C, float D) |
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{ |
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float cVal = (val - A) / (B - A); |
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cVal = saturate( cVal ); |
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return C + (D - C) * cVal; |
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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; |
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float3 vObjNormal; |
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DecompressVertex_Normal( v.vNormal, vObjNormal ); |
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float4 projPos; |
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float3 worldPos; |
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float3 worldNormal; |
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float3 eyeVector; |
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//Projection math HAS to match lightmappedgeneric_vs20.fxc's math exactly. Otherwise depth fighting errors occur on the 360 |
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projPos = mul( float4( v.vPos, 1 ), cModelViewProj ); |
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o.projPos = projPos; |
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o.vProjPos.xyz = projPos.xyw; |
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worldPos = mul( float4( v.vPos, 1 ), cModel[0] ); |
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worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] ); |
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o.worldPos_worldTransition = float4( worldPos.xyz, 1.0f ); |
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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.w; |
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#endif |
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#if NORMALMAP |
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float3 worldTangentS = mul( v.vTangentS, cModel[0] ); |
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float3 worldTangentT = mul( v.vTangentT, cModel[0] ); |
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#endif |
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#if SEAMLESS |
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float3 vNormal=normalize( worldNormal ); |
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o.fogFactorW.xyz = vNormal * vNormal; // sums to 1. |
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o.SeamlessTexCoord = SEAMLESS_SCALE*worldPos; |
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// Generate new tangent and binormal with seamless projection |
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#if NORMALMAP |
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// Brute-force for prototype - This must match the projection in the pixel shader! |
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//float3 vVecX = { 1.0f, 0.0f, 0.0f }; |
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//float3 vVecY = { 0.0f, 1.0f, 0.0f }; |
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//float3 vVecZ = { 0.0f, 0.0f, 1.0f }; |
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//worldTangentS.xyz = normalize( ( o.fogFactorW.x * vVecZ.xyz ) + ( o.fogFactorW.y * vVecX.xyz ) + ( o.fogFactorW.z * vVecX.xyz ) ); |
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//worldTangentT.xyz = normalize( ( o.fogFactorW.x * vVecY.xyz ) + ( o.fogFactorW.y * vVecZ.xyz ) + ( o.fogFactorW.z * vVecY.xyz ) ); |
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// Optimized version - This must match the projection in the pixel shader! |
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worldTangentS.xyz = normalize( float3( o.fogFactorW.y + o.fogFactorW.z, 0.0f, o.fogFactorW.x ) ); |
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worldTangentT.xyz = normalize( float3( 0.0f, o.fogFactorW.x + o.fogFactorW.z, o.fogFactorW.y ) ); |
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#endif |
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#else |
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#if (SEAMLESS == 0 ) |
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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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#endif |
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#endif |
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float4 spotTexCoord = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture ); |
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o.spotTexCoord = spotTexCoord.xyzw; |
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float3 worldPosToLightVector = g_FlashlightPos - worldPos; |
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#if NORMALMAP |
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#if (DETAIL == 0) |
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o.normalMapTexCoord.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w; |
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o.normalMapTexCoord.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w; |
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#else |
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#if SEAMLESS |
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o.normalMapTexCoord = v.vBaseTexCoord; |
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#else |
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o.normalMapTexCoord = o.baseTexCoord; |
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#endif |
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#endif |
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o.tangentPosToLightVector.x = dot( worldPosToLightVector, worldTangentS ); |
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o.tangentPosToLightVector.y = dot( worldPosToLightVector, worldTangentT ); |
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o.tangentPosToLightVector.z = dot( worldPosToLightVector, worldNormal ); |
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#else |
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o.worldPosToLightVector = worldPosToLightVector; |
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o.normal = worldNormal; |
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#endif |
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#if DETAIL |
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o.detailCoords.x = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[0] ) + cNormalMapOrDetailTexCoordTransform[0].w; |
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o.detailCoords.y = dot( v.vBaseTexCoord, cNormalMapOrDetailTexCoordTransform[1] ) + cNormalMapOrDetailTexCoordTransform[1].w; |
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#else |
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o.detailCoords = float2(0,0); |
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#endif |
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//float3 delta = worldPosToLightVector; |
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//float distSquared = dot( delta, delta ); |
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//float dist = sqrt( distSquared ); |
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//float farZ = g_FlashlightAttenuationFactors.w; |
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//float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); |
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//o.projPos_atten.w = endFalloffFactor * dot( g_FlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ); |
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//o.projPos_atten.w = saturate( o.projPos_atten.w ); |
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#if WORLDVERTEXTRANSITION |
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o.worldPos_worldTransition.w = v.vColor.w; |
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#endif |
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return o; |
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}
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