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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..1" [vs20] [PC] // STATIC: "FLATTEN_STATIC_CONTROL_FLOW" "0..0" [CONSOLE]
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..2" [vs20] [PC] // DYNAMIC: "NUM_LIGHTS" "0..0" [vs20] [CONSOLE]
// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo // SKIP: ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [vs20] [PC]
// Includes #include "common_vs_fxc.h"
// Globals const float g_flUVScale : register( SHADER_SPECIFIC_CONST_0 ); const float3 g_vUVProjOffset : register( SHADER_SPECIFIC_CONST_1 ); const float3 g_vBBMin : register( SHADER_SPECIFIC_CONST_2 ); const float3 g_vBBMax : register( SHADER_SPECIFIC_CONST_3 );
// Structs struct VS_INPUT { float4 vPos : POSITION; // Position float4 vNormal : NORMAL; // Normal float4 vBoneWeights : BLENDWEIGHT; // Skin weights float4 vBoneIndices : BLENDINDICES; // Skin indices float4 vClosestSurfaceDir : TEXCOORD0; float4 vTangent : TANGENT; };
struct VS_OUTPUT { float4 vProjPosition : POSITION; // Projection-space position float4 vWorldNormal : TEXCOORD0; // w is proj. z coord (for depth stuff) float4 vClosestSurfaceDir : TEXCOORD1; float4 vWorldPos : TEXCOORD2; // w is proj. w coord float4 vUV0 : TEXCOORD3; float4 vUV1 : TEXCOORD4; float4 vLightAtten : TEXCOORD5; float3 vAmbient : TEXCOORD6; };
float3 CubeUV( float3 vWorldPosition, float3 vWorldNormal, float3 vUVSpacePos ) { // Generate texcoords for a cubemap wrapped around the ice sculpture's bounding box float3 vDir = normalize( lerp( normalize( vUVSpacePos.xyz ), vWorldNormal.xyz, 0.5 ) ); float3 tMins = ( g_vBBMin - vWorldPosition ) / vDir; float3 tMaxs = ( g_vBBMax - vWorldPosition ) / vDir; tMaxs = max( tMaxs, tMins ); // weed out negative t's per axis float t = min( tMaxs.x, min( tMaxs.y, tMaxs.z ) ); float3 vIntersectionPos = vWorldPosition + t * vDir; // transform into unit cube float3 vCubeUV = vIntersectionPos; vCubeUV -= 0.5*( g_vBBMax + g_vBBMin ); vCubeUV /= 0.5*( g_vBBMax - g_vBBMin ); vCubeUV = normalize( vCubeUV ); return vCubeUV; }
// Main VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o;
float4 vObjPosition = i.vPos; float4 vObjTangent = i.vTangent; float3 vObjNormal; DecompressVertex_Normal( i.vNormal, vObjNormal );
// Transform the position and normal float3 vWorldPosition = { 0.0f, 0.0f, 0.0f }; float3 vWorldNormal = { 0.0f, 0.0f, 0.0f }; float3 vWorldTangent = { 0.0f, 0.0f, 0.0f }; float3 vWorldBinormal = { 0.0f, 0.0f, 0.0f }; SkinPositionNormalAndTangentSpace( SKINNING ? true : false, vObjPosition, vObjNormal.xyz, vObjTangent.xyzw, i.vBoneWeights, i.vBoneIndices, vWorldPosition, vWorldNormal, vWorldTangent, vWorldBinormal ); vWorldNormal.xyz = normalize( vWorldNormal.xyz );
o.vWorldNormal.xyz = vWorldNormal.xyz; o.vWorldPos.xyz = vWorldPosition.xyz;
// Transform into projection space float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj ); o.vProjPosition = vProjPosition; o.vWorldNormal.w = vProjPosition.z; o.vWorldPos.w = vProjPosition.w;
#ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.vProjPosition.y = -o.vProjPosition.y; o.vProjPosition.z = 2.0f * o.vProjPosition.z - o.vProjPosition.w; #endif // _PS3
// Seamless texturing UV projections float3 vUVSpacePos = vWorldPosition.xyz - g_vUVProjOffset.xyz; o.vUV0.xy = g_flUVScale * vUVSpacePos.yz; o.vUV0.wz = g_flUVScale * vUVSpacePos.xz; o.vUV1.xy = g_flUVScale * vUVSpacePos.xy;
// Cubemap UV gen //o.vCubeUVW.xyz = CubeUV( vWorldPosition, vWorldNormal, vUVSpacePos );
// Screen-space texcoord float2 vScreenPos = float2( 0.5, -0.5 ) * vProjPosition.xy + 0.5 * vProjPosition.w; o.vUV1.wz = vScreenPos;
// Dynamic light attenuation factors #if ( defined( SHADER_MODEL_VS_2_0 ) && FLATTEN_STATIC_CONTROL_FLOW ) { o.vLightAtten.xyzw = float4(0,0,0,0); #if ( NUM_LIGHTS > 0 ) o.vLightAtten.x = GetVertexAttenForLight( vWorldPosition, 0, false ); #endif #if ( NUM_LIGHTS > 1 ) o.vLightAtten.y = GetVertexAttenForLight( vWorldPosition, 1, false ); #endif #if ( NUM_LIGHTS > 2 ) o.vLightAtten.z = GetVertexAttenForLight( vWorldPosition, 2, false ); #endif #if ( NUM_LIGHTS > 3 ) o.vLightAtten.w = GetVertexAttenForLight( vWorldPosition, 3, false ); #endif } #else { o.vLightAtten.x = GetVertexAttenForLight( vWorldPosition, 0 ); o.vLightAtten.y = GetVertexAttenForLight( vWorldPosition, 1 ); o.vLightAtten.z = GetVertexAttenForLight( vWorldPosition, 2 ); o.vLightAtten.w = GetVertexAttenForLight( vWorldPosition, 3 ); } #endif
// Ambient light o.vAmbient = AmbientLight( vWorldNormal );
// Closest surface's direction and distance, for contact shadowing o.vClosestSurfaceDir.xyz = i.vClosestSurfaceDir.xyz; o.vClosestSurfaceDir.w = length( i.vClosestSurfaceDir.xyz );
return o; }
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